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Earthrise Interview

MMO PC Interview by Robert Purchese

27 January, 2009

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Bulgarian developer Masthead Studios considers its PC MMO Earthrise to be different. The sci-fi setting is not space-based but rather post-apocalyptic, and there are no levels or pre-determined classes, but a free-form skill system. Quests and story have also been pushed to one side; more than half of the world will be given over to open player-versus-player combat and fierce, strategic wars for territory and resources. Being different makes all the difference - at least, that's what Masthead chief Atanas Atanasov told us when we sat down for a chat with him recently.

But we've heard this all before, and we've seen braggers like Tabula Rasa open and close in the blink of an eye. Can a newly-formed Bulgarian developer with no track record really hope to launch a subscription-based MMO and stand a chance against the Blizzards, CCPs, Turbines, Funcoms, NetDevils, and BioWares of the world? Atanasov believes he can when Earthrise (hopefully) launches later this year.

Eurogamer: Sci-fi MMOs don't seem to do too well. Star Wars Galaxies struggles and Tabula Rasa sank; only EVE Online has made a really significant contribution. What's going wrong?

Atanas Atanasov: There's lots of ground for improvement in the sci-fi genre. It isn't the IP, but game production problems. I don't want to comment on specific titles, but it's important for fans to see a game stick to its original promises - the game they wanted to play.

Eurogamer: And what are your promises?

'Earthrise' Screenshot 1

No matter how different the MMO, there's always a rat to punch.

Atanas Atanasov: We're not going to release Earthrise before all the promised gameplay features are included. We're designing a skill-based game, we will have crafting in a much more advanced form than other games, and we'll have PVP action. Once those gameplay features are in place we will release the title. We don't want to skip any of those things because we've promised them to our fans. And that's the first thing we're planning to do differently.

The second thing is that the game design and concept is a bit different. For example, the skill-based system and the crafting are not very popular at the moment, and they offer a different approach for an MMO. Then there's the post-apocalyptic setting itself with some sci-fi themes, which is also very unique in the genre; most of the sci-fi MMOs so far have been space-based, with spaceships and planets. The action of Earthrise is based on the planet Earth after the apocalypse.

Eurogamer: A bit like Fallout 3?

Atanas Atanasov: Yeah. Fallout but with more technology, and, I would say, more creatures which are not just humanoid mutants.

Eurogamer: And who was responsible for your apocalypse? Was it those mean Americans?

Atanas Atanasov: Haha. It wasn't America, it was our writers! They came up with the idea by saying there will always be a super-power on Earth - the Roman Empire, the British Empire - and that around 700 years from now something goes wrong and causes everything to start again. Our Third World War happens and only a handful of people manage to survive on Earth, and everything starts over. That's where the title comes from: Earthrise.

'Earthrise' Screenshot 2

And usually dog-men and spider giants.

Eurogamer: My old history teacher used to say the Third World War will be fought with sticks and stones. He was a bit crazy - or maybe he meant we'd blow ourselves back to the Stone Age. Is that what you mean with "everything starts over" in Earthrise? Will I have to throw stones at aliens?

Atanas Atanasov: Ha! When designing the title we wanted to add more technology than typical post-apocalyptic settings because it brings more fun to the game. And we're designing a game, not writing a movie or a book. We want our players to have more fun with big weapons and blow up things, and use all kinds of special attacks.

The sticks and stones that you mention are very limited.

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Comments: 1-13 of 13 in total

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iokthemonkey
27/01/09 @ 14:04
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So again, it sounds like "we're going to depend on the PvP players to make their own content..."
Biggles
27/01/09 @ 14:15
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So by skill based, do they mean twitch-based, or am I missing the point?
iokthemonkey
27/01/09 @ 14:18
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So by skill based, do they mean twitch-based, or am I missing the point?

----

I wondered about that, too and got the impression it was twitchy. But then other bits sound like it's stat-skills... /hmm
DFawkes
27/01/09 @ 14:47
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Air Rivals is a sci-fi MMO that hasn't tanked. Yet, at least.

I hate the PvP focus of so many MMOs. It's like they see WoW, think "Ah, they've got PvE done", and just don't even try to compete. That's the reason I like WoW and LOTRO so much. If I'm playing against other players, I'm sure as heck not paying the subscription - to me, that pays for the persistant world, not arenas that are just as well being peer-to-peer.

That's just my opinion though, I appreciate there are people out there who like PvP.
Edited 1 times, most recently on 27/01/09 @ 14:47
mkreku
27/01/09 @ 14:55
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Maybe a post-apocalyptic MMO could get me back into the MMO world? Hmm.
anomagnus
27/01/09 @ 17:26
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anarchy online - still going

anyway, fair fucks to them, it might be ok
the_mtfr
27/01/09 @ 17:39
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I hope either this or Stargate Worlds is gonna be good. Even both, I'd love an MMO like this.
konniehuqfan
27/01/09 @ 18:32
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eurogamer your mad old teacher meant the fourth world war, not the third :p
darth2d2
27/01/09 @ 19:03
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The Player economy is the most important part to me. He is right that other games have utterly failed in that aspect. Crafting doesn't matter in WOW and the AI controlled supply/demand system of guild wars is, at best, predictable. I have always wanted to play a game without levels too. Levels are a built in value system. A level 34 player can obliterate a level 15 player no matter how well the level 15 player uses strategy. Without levels a smart player can spend 2/3 the time playing his opponent does and still overcome. The person who works 40 hours a week should be able to compete with the person who works 20 hours a week and lives with their parents.

The ideas are great, but lets be honest Hellgate promised innovation. It took them forever and they still released an incomplete failure. Further more I don't understand why the article didn't call them out on the fact that they are picking up the Hellgate pieces. First it's Fallout, then Tabula Rasa, but neither come as close in comparison as Hellgate does. And Hellgate failed miserably so I would like to know how they plan to overcome the failures of a Post-Apocalyptic SCI-FI MMORPG that has already failed.

Also as far as the PVP idea I would like to point out that Shadowbane tried that. They are free to play with a premium pay account now. What would be innovative would be a PVP based game where the Pay to Play content was the typical hero content and the Free to Play offered players the chance to play as the monsters. I have always wanted to play as the monsters in the game because AI is made to lose, but if you are paying to play than I want to see the monster I am kicking the crap out of try to run before it dies. And on the other hand I would like to be able to lure some Noob into the middle of a group of other monsters and see if he dies or runs first.

That is all.
AphoticCosmos
28/01/09 @ 11:42
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The Player economy is the most important part to me. He is right that other games have utterly failed in that aspect. Crafting doesn't matter in WOW and the AI controlled supply/demand system of guild wars is, at best, predictable. I have always wanted to play a game without levels too. Levels are a built in value system. A level 34 player can obliterate a level 15 player no matter how well the level 15 player uses strategy. Without levels a smart player can spend 2/3 the time playing his opponent does and still overcome. The person who works 40 hours a week should be able to compete with the person who works 20 hours a week and lives with their parents.

There's lots of robust economies on MMOs. EVE's economy is as complex as it's PvP and general game mechanics - and that's saying something. In fact, the market is pretty much entirely PvP between what we call carebears [people who don't fight and usually get blown up a helluvalot].

Don't write every in-game economy off because WoW's is full of fail [WoW is full of fail in general]
Byzanite
28/01/09 @ 15:40
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do I sense Earthrise being a big grind... RF Online?
I hope not because it looks like an interesting game.
endgame
28/01/09 @ 16:04
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it's nice that it's pvp based. it will scare the pve weak losers off, which is gd. but if it's going to be another subscription based mmo, then no thks! gw is nearly gaming perfection and it's free to play. i will allways choose that over this.
4thVariety
03/02/09 @ 17:54
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Skill based sounds better than grinding up numerical values and just managing stat sheets. Sounds as if being able to aim with a mouse is finally going to be rewarded again.

But PvP based, seriously? PvP might be a good testing grounds to see if combat works and is entertaining over long periods of time, but it is also not a popular as shooting up some monsters in co-op. Which was the last successful PvP only game? UT3 isn't so hot, servers are few and super tough to get into for newbies. Fury failed miserably by being PvP only. PvP means, that at least 50% of players will go away empty handed from a confrontation. That's not motivating for most players. Sure, blame them for not training every day, but games are entertainment, not suffering. Let's hope there are plenty of opportunities to take your friends and shoot some monsters without stressing out on team tactics, PvP exploits and other game mechanics. Left 4 Dead has shown the way.

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