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Jumpgate: Evolution Preview

MMO PC Preview by Oli Welsh

18 March, 2008

Page 2 of 3. <- Page 1Page 3 ->

"Yeah, it's a huge problem," concedes Brown. "It's something that we've addressed in a number of ways. First off, we tried to make the world really bright and colourful. We've tried to keep the maps a little more condensed than they used to be, to keep you in the action a little bit more. We tried to make lots of upgrades so that you fly much faster. With all the old great space games like say Wing Commander, you hit autopilot and skip from one exciting part to the next; you can't really do that in an MMO."

NetDevil has also been anxious to ensure the game scales well on more modest PC setups, too. "We joke that it runs on a caluclator," says Brown, noting the current prevalence of laptops with fast processors and weak graphics cards. It's also about getting this modest, niche MMO in front of as many people as possible. "It's everything. Especially when you're like us," says Brown. "We need every player we can get. Frankly, there haven't been a lot of space games recently. We don't know where the players all are."

Space games are the constant reference for Jumpgate, rather than MMOs, and NetDevil is keen to stress that this isn't an RPG - there are no attributes, no dice-rolling, just you and your targeting skills. That said, you can of course expect to improve your ship's equipment - the first few missions add a second laser cannon, a faster engine, better shields and a new power unit - and, later on, upgrade to higher-level ships through a licensing system that Brown likens to Gran Turismo's. And yes, there's still an experience bar at the bottom of the screen, driving you on to grind out a few more space pirates and score the latest sweet little boost to your ship's stats. It's still pure MMO.

'Jumpgate: Evolution' Screenshot 2

Jumpgates look like globes of water and teleport you to new zones.

Indeed, Jumpgate: Evolution's feature list is a fairly straightforward trot through everything you expect of both space-faring adventure and massively multiplayer gaming. There's a crafting system based around mining, refining and manufacturing, a player-driven economy, auction house and mail systems, a number of factions to ally yourself with (or otherwise), and a mix of player-versus-environment and player-versus-player scenarios. What there isn't is a player avatar beyond a small portrait. "It's a real small team, and so we've just decided to really focus on the space flight, make that really great, and see," says Brown.

However, the extremely tight restrictions on Jumpgate: Evolution's development have also led to what might be the most interesting aspect of its design. The game features a dynamic mission system that sets you tasks based on how long you want to play for, your faction ratings with various groups, and general activity within the game's universe. "Instead of telling our story and pre-building thousands of missions that you play through, it's more about your story as a player," he says. "Small teams can make great games, but there is a limit to how much they can do. That's why you use stuff like the dynamic missions."

The idea is that the excitement in Jumpgate will be generated by the players themselves, rather than by huge swathes of scripted, crafted content. "Everything players do affects the world," says Brown. "Prices are affected by who's running what goods, and if you want to build something you might only be able to do it in a PvP area of space. So you've got to escort this big hauler out there" - cargo freighters will apparently be mostly AI controlled - "and get him out to this part of space so they can manufacture these weapons you need, and then get him back out of there."

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Comments: 1-25 of 25 in total

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El_MUERkO
18/03/08 @ 15:49
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i played the original jumpgate, it was a good game but got old fast and was cheating was rife, still, i've signed up for beta and i'm hoping net devil achieve their goal :)
Turrican
18/03/08 @ 16:00
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I'm watching this but hoping Black Prophecy can do even better.

No real info on pvp assets like space stations etc, might have to browse on over to take a deeper look at the features. You have to worry about the number of devs though, can they regulate that evironment and respond to threats from exploiters etc?
mingster
18/03/08 @ 16:18
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Anyone remember a multiplayer online only spacegame by microsoft called Allegiance?
It was awesome..
Ginger
18/03/08 @ 16:21
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looking good - when does the beta start?
karstux
18/03/08 @ 16:44
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I'm a little worried about the controls. WASD for a space game? I guess it worked okay for Freelancer, but the "feel" of (the original) Jumpgate was quite different, a lot more "realistic". Circle fighting had a lot to do with managing velocity, radius, afterburner fuel, Flashfires (a kind of booster) and, of course, weapons energy. It was rather involved. I hope they manage to bring this intricate system to the new Jumpgate...
page5
18/03/08 @ 17:43
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I am sure they will keep the old physics as physical realism, inertia, etc. was the game's main selling point.
Mr Harvest
18/03/08 @ 23:36
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I guess spell-checking isn't a requirement in the "MMO channel".
Apostle
19/03/08 @ 10:13
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Caught my interest. EVE was just too scary to me, to hard to get into. This on the other hand seems much more accessible to the occasional MMO player.
MrFlump
19/03/08 @ 10:27
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I played the original jumpgate for nearly 4 years. I played this at Connect as well at the weekend and this is looking as though its going to be a very good game and a welcome break from the fantasy mmorpg worlds that are being chruned out.

I'm a little worried about the controls. WASD for a space game?
Its not that bad actually. W and S are used to throttle up and down and A and D are used for ship strafing, directional control and aiming is still by joystick or mouse.

And its still got the near-newtonian physics that the original had in it with drag and so forth, which is useful as you are strafing past battlestations taking out turrets and reactors :)
Jetset_UK
19/03/08 @ 17:27
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I loved the original as well, and played recently for a month or two after a massive break, and got right back into it.

Still pony at PvP though. :)

I set up a Eurogamer group at http://gamers.eurogamer.net/groups.php?g...

Come join!
BradMillette
27/03/08 @ 12:31
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If this is what Earth & Beyond should have been, I might just sign up.
dirigiblebill
27/03/08 @ 12:39
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a game in search of a lost constituency of big kids with flight-sim joysticks who are still chasing the dream of being an X-Wing pilot.

/lip wobbles
/salutes framed copy of Colony Wars
dan13l
27/03/08 @ 13:34
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"sceince-fiction" - Oli please...I haven't even read the whole thing yet.
ZuluHero
27/03/08 @ 13:38
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Docking guides you in automatically - good news for ham-fisted space pilots like us."

I hope that ham-fisted space pilots can still have a go though. There was nothing better in Frontier than to disable the auto-pilot and dock manually. What a rush! :)
Schiraman
27/03/08 @ 13:40
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Wow, an interesting skill-based MMO and the first new space sim in years rolled into one - it definitely has my attention.
Biggles
27/03/08 @ 13:57
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I like the idea of generating missions by play style and available time, but why oh why does a game like this need experience points and leveling up? It's such an artificial construct... cold hard cash worked fine for Elite, Privateer and the like...

/gets off soap box...
EggyDeth
27/03/08 @ 14:28
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Yet another space game where space, instead of being black, is full of hideous glowing purple plasma. Why does every space-set video game look like less like outer space than a 40-year-old episode of Star Trek?
SwedBear
27/03/08 @ 15:17
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mingster: yeah, Allegiance was awesome. Is till can't understand they never did more with it. And that's a game I would love to see on the Xbox 360, maybe as XBLA game.

/B
PearOfAnguish
27/03/08 @ 15:20
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Allegiance is free to play now, ya know, MS open-sourced it: http://www.freeallegiance.org/

"Yet another space game where space, instead of being black, is full of hideous glowing purple plasma. Why does every space-set video game look like less like outer space than a 40-year-old episode of Star Trek?"

Erm, maybe because it would otherwise be quite dull to look at? Perhaps they should introduce realistic space travel, too, so it takes years to go between planets, and millions to travel to another galaxy.
Edited 1 times, most recently on 27/03/08 @ 15:22
reality_cheque
27/03/08 @ 15:50
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I can see it now PoA... I set off for another system, and eventually my grandchildren will have the joy of arriving at a strange new world!

Unless my kids got bored of making minor adjustments to the flight plan and logged off to play Bioshock 7 that is.
pantbash
27/03/08 @ 16:48
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Sounds brill.

Twitchy elite style MMO.
growleroo
27/03/08 @ 19:45
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Loved the space combat in Star Wars Galaxies, as well as the interplay between crafting and ship handling, so colour me excited about this un!

+D
AphoticCosmos
27/03/08 @ 20:35
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Reflex-driven space combat MMO?

Awesome!

Signed up for a Beta key and hope I get it, because the way it's looking I could easily get hooked on a game like this, being a lover of X, Freelancer and Elite.
Oli [staff]
27/03/08 @ 23:16
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dan13l - disagree! There are plenty of people out there who refute the hyphen and I can't think of a grammatical reason for it to be there, so out it goes. (Also, the wikipedia entry doesn't use it.)

Now please put a space after your ellipsis. :P
Grayvern
06/04/09 @ 11:26
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Id like to point out it wont have realistic physics since in space is so empty if a craft were to set of at constant thrust its speed would actually keep building, which would make any game unplayable.

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