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  • 12 ore fa
Trailer della campagna Kickstarter per Crowfall.
Trascrizione
00:00Grazie a tutti
00:30I'm Gordon Walton and I've executive produced some games you might have heard of such as Ultima Online, The Sims
00:35Online, Star Wars Galaxies and Star Wars The Old Republic
00:38Hi and I'm J. Todd Coleman, I'm the creative director of Shadowbane, Wizard101 and Pirate101
00:44And we're the founders of Artcraft Entertainment
00:46So our goal at Artcraft is to create a new type of online experience, something that hasn't been done before
00:52I want to play something with the intensity of a season of Game of Thrones only in a game setting
00:57Yeah, exactly. Allies, enemies, alliances, betrayal, conquest
01:01These are the components that we feel are lacking in today's online experiences
01:05And we're going to change that
01:06So Crowfall is a mix of a massively multiplayer online role playing game and a strategy game
01:13The problem is those are two very, very different genres
01:15In an MMO, the expectation players have is that the world will be persistent, actually permanent
01:21In a strategy game, the expectation is that the game is over when somebody wins
01:27So imagine a family gets together once a year for a game of risk
01:31Only it's not for different game of risk every year
01:34They're getting together to continue the same game of risk
01:36Like at the end of the night, they just throw a tablecloth over the board
01:39They come back the next year, remove the cloth
01:42And all the pieces are in the same place
01:44So they pick up the game from where they left off last year
01:46The first year would actually be a hell of a lot of fun
01:49Everybody would be in the game, jockeying for position
01:52Trying to figure out where their place was in the world
01:54By year two, one person, let's say Uncle Bob, starts to pull ahead
01:59A few people drop out, the other people are still kind of enjoying themselves
02:02Though it's pretty obvious that they're not going to win
02:04By year three, Bob is clearly pulled ahead and everyone else is bored
02:08In fact, the only one having fun at this point is Uncle Bob
02:12Fast forward ten years
02:14Bob is now an unassailable tyrant
02:16And anyone who even tries to challenge him is crushed instantly
02:20Nobody's having fun, not even Uncle Bob
02:22This is the problem with a strategy game
02:24A strategy game inherently has to have a chance to restart
02:28Or the game simply doesn't work, it stops being fun
02:31So how do we marry the concepts of an MMO
02:33Which is supposed to be persistent and forever
02:35With a strategy game, which is supposed to naturally come to an end
02:38We have a solution and it's based on the passage of time
02:41We call it Eternal Heroes, Dying Worlds
02:48So the concept is, the heroes are permanent
02:51But the worlds, they're not
02:53They decay, they get destroyed
02:55Imagine you're playing a campaign, say three months
02:58The campaign ends
02:59Well, your character doesn't get destroyed
03:01The world gets destroyed
03:02After that's done, you get to pick a whole new campaign
03:05At any given time, there may be dozens of campaigns
03:08You just choose one, and in you go
03:10Each world in the Crowfall universe is unique
03:12Unique map, unique rule set, unique victory conditions
03:15It's like a bunch of massively multiplayer games of Risk
03:18All running together at the same time
03:19Players choose a world and then a team
03:21Either a faction or a guild
03:22And then they vie for control of that world
03:24At the beginning of every campaign
03:26Players are dropped into new worlds
03:28That are unknown to them
03:30They don't know where they are
03:31Where they're going or what's around them
03:34When your player lands there for the very first time
03:36It's like the first turn of civilization
03:37Our whole world is fully dynamic
03:40Dynamically created at the beginning of the campaign
03:42All the oceans, continents, rivers, hills
03:45They're all different in every world
03:47Each map is filled with ancient ruins
03:49And towns, caves
03:51It's left for players to explore
03:52Not only do you have to explore the physical world
03:54But you also have to explore the different rules
03:56That can change from campaign to campaign
03:58Such as how strong magic is
04:01What races are present
04:02And what technology you can use
04:04So we solved the challenge of resetting the strategy map
04:07Without wiping the players
04:09That's awesome in and of itself
04:11But what if we take it further?
04:12If the worlds are going to reset anyway
04:14Why not let them be fully destructible?
04:20From the moment Todd came to me
04:22And told me about this game
04:23The one thing that I really, really was excited about
04:26Was the destruction
04:27The world is made of voxels
04:29Which are little building blocks
04:30A bit like Minecraft
04:31But much smaller
04:32Most people are using voxels for creation
04:34They're using them to create sandboxes
04:36Where people can build
04:37We're using them for a very different reason
04:39We're using voxels for destruction
04:40This game is all about creating sandcastles
04:43And then kicking them over
04:44Players can do everything from
04:46Blow holes in walls
04:47They can dig tunnels underneath keeps
04:49And siege from below
04:50The idea of coming around a corner
04:52Finding another player
04:53Shooting a fireball
04:55Hitting a wall
04:56Blowing that up
04:57And having that fall down on that player
04:59Was just an awesome, awesome idea
05:01Once you allow players to build and destroy castles
05:04They can claim territory
05:05And with territory comes real political power
05:11The fielding system is based on trees
05:13You can grant lands to vassals
05:15And then they can in turn grant that land to vassals of their own
05:18There's two types of worlds
05:19Campaign worlds are like a soccer match
05:21They have a beginning, a middle, and an end
05:23And then the players move on
05:25And take that experience into the next game
05:27The Eternal Kingdoms, though
05:29Are like the whole soccer season
05:30The Eternal Kingdoms is where you would come back
05:33Between campaigns
05:34It's where your player housing is
05:37It's also where you would, you know
05:39Count your spoils for more
05:40Or lick your wounds
05:41If you didn't have such a successful bout
05:43The player who owns the world
05:45Gets to decide things like the taxes
05:46And the tariffs
05:47And even the PvP rules
05:48Those players completely control those worlds
06:04So to get to this point
06:05It's required a significant outlay of money
06:08Some of that's come from external investors
06:11A big chunk of it actually came from us
06:12And I know you've heard stories about game designers
06:15And producers who have sold their company
06:17For tens of millions of dollars
06:18You're not those guys
06:19So this is a significant risk for us, right?
06:22We're doing this because we fundamentally want to see this game get made
06:26We're hoping that you guys want to see it get made too
06:30That's why we decided to go directly to Kickstarter
06:32And appeal to you
06:33Because we don't want to look for external money
06:35If we can help it
06:36We clearly know how to raise money from publishers
06:38Or from venture capitalists if we need to
06:40But we don't want them dictating how the game gets made
06:43We'd rather make the game for you
06:45Yeah, the problem with external money
06:46Is once you take a bunch of money from somebody
06:48All of a sudden they start doing spreadsheets
06:50And saying, okay, how can we adapt this game
06:52To appeal to a broader and broader audience
06:54Because we'll make more money
06:55And when you do that, the vision inevitably suffers
06:58We'll do what it takes to get the game made
07:01But frankly, we'd rather be working for you
07:05From all of us at ArtCraft
07:06We really believe in this game
07:07And we really want to make it for you
07:09Please support our Kickstarter
07:11And we'll
07:11See you again
07:33Mi
07:33Mu
07:33Mi
07:33Mi
07:33Ro
07:33Mi
07:33Mi
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