It will be a virtual world where players go out, inhabit the land, and
carve out a role-playing life for themselves.
What setting does the game take place in?
A portion of the Plateau/Great Basin territory.
What degree of realism should we expect?
As real as we can make it, but with an emphasis on scale so that the world
comes across larger than life. (Art direction from period painters like
Albert Bierstadt.)
Players will be able to run for and hold certain government offices.
Could you please expand on this?
Initially, the office of Governor is run by a special player not unlike
a GM, but rather hired more for acting/role playing ability, and creative
use of diplomacy.
As the game world garners more boomtowns – players can initialize
their own campaign to run for governor. There will be a voting day –
and the best man shall become governor. Towns will all have many opportunities
to petition the governor concerning lawlessness, and many other needs/issues.
The game will also feature a trial system. How will this work?
In 1859, early stage boomtowns are not yet recognized by the government.
Therefore, police officers and sheriffs are hired by townspeople. These
officials were often just as bad as the criminals they were hired to control,
and vigilante justice has many problems as well. Thus, prisoners will
have to be transported to a more developed boomtown with an established
justice system. At first, this system will consist of an NPC jury, and
a PC judge. When a trial comes up – town citizens will be asked
to perform jury duty and any evidence of crimes committed will be presented
to the court.
What sorts of crimes will exist in the game?
Acts of crime most likely played out will be: cattle rustling, claim
jumping, murder, extortion, blackmail, bribery, larceny, bigotry, using
marked cards, kidnapping, and vigilante/posse injustice.
What inspired you to create Frontier 1859?
After playing many single player RPGs, and MMORPGs – I wanted to
be able to do more than hunt mobs and chat. I wanted to be able to explore
– and set-up my own camp, hunt for food, and search for the rich
stuff – eventually owning land and hosting a family - role playing
to the fullest if you will!
On top of this goal, I had already contributed to ten published titles,
plus two cancelled ones, and I spent over 8 years studying Nevada historical
locations and books. Then I spent a long time playing many games, and
listening to what other players had to say. Plus I spent a lot of time
with people who never played games. This insight, combined with the lust
for history, combined with all the other elements I mentioned –
reached a convergence that was all too obvious.
I saw a great need to come up with the right balance of play to offer
to the public – a desire that has emerged through playing the current
systems on the market today. Something that allows more player authorship
than anything ever done before, and on top of that I had been keeping
an eye on the progress of new technologies that enable such a system.
So about a year and a half ago – I began laying the foundations
to build such a world. We listened to the people, and I started to release
information about the direction of Frontier 1859. Soon, the field of this
dream began to call others onto the team, and we continue to get letters
and encouragement from people all over the world! Their comments (which
are printed exactly as they wrote them, are listed on the site) has been
so positive.
Is the character advancement system skill based or level based?
Skill based. Players skills will be adopted as they play, and then its’
“Use it or lose it”over time.
Will players be able to choose their characters ethnicities? Will these
decisions have any effects?
Yes, and yes.
What separates Frontier 1859 from the scores of MMOGs either on the market
or in development?
Today's massive multiplayer online role playing games typically build
a static world with extraneous interactivity potential.
Typically, everything is built for the players. In an attempt to cater
the best dish possible, a static persistent world is created, and a linear
repetitive path each new player must follow to advance. On top of that,
they don't really feel like they can make any significant impact in their
world until they reach level – X, and then, by that time, after
hundreds of hours - the rewards are still extraneous as relative to the
higher levels, and that means it is really no different than it was all
along.
Frontier 1859 will be a dynamic world. As players move around and inhabit
the landscape – it will change over time. Early maps will become
obsolete. Frontier 1859 will equip the players with the tools to carve
out a life for themselves, as they are released onto the landscape. Thus
they will need to meet the needs of each other as well as the game world
around them. Many people will need to rely on each other in order to survive
some of the hardships such as winter. They will also need to cooperate
in order to solve bigger-picture problems such as “lawlessness”
and projects such as “lumber transporation” to meet the needs
of mining, and the building of towns, as well as other problems such as
water, fires, raids, gangs, and so on.
Hence the phrase: “Finally, the tools and freedom to author your
own adventure.”
You’ve said that magic and spirituality will have a tangible presence.
How will this work?
This is reserved to be a surprise! Let me just say that Native Americans
have their own things they need to do in order to intimidate other people
with spiritual elements. These will look larger than life as implemented
in the game – but then again, they become visible elements of gameplay
whereas in RL – they are invisible to most of us – so who
is to say things don’t happen the way we will present them!?
How will your quest system function?
Initially, emigrants will arrive at trail heads, while family offspring
will spawn in the town or tribe that their family originates from. Those
who agree to abide with a trail guide will begin a journey into the frontier.
Along this path, they will be safe from most of the predictable hazards.
They will learn how to survive, and make some of the basic necessities
for life. Later, at the model mining camps – such as Virginia City
and Bodie, NPCs will have missions, and PCs will create jobs and errands
for people as they build their farms, saloons, ranches, mines, and so
on.
One interesting feature is the ability for players to design structures
off-line. Could you please expand on this?
Players can work their land claim offline. They can build above and below
ground structures such as mines, stores, or homesteads. This way, they
can make some progress before others are able to interact with it, or
simply play offline for a while and take a break from social complexities.
Players with more limited playing time can simply purchase a hobby kit
and assemble the project. Others may build and auction their projects
to other players. Also, some jobs and skills allow players to task while
they log off, or replace their shift with another player. Other activities
require immediate and consistent attention at various stages to ensure
a successful play – like fire fighting, digging new tunnels and
adits and suddenly striking a water or steam pocket, defending a fort
or tribal land, and so on.
Do you plan to charge a subscription fee?
Well yes, unless the team will all agree to work for free – and
the technology licenses are free, or no-one needs to eat and/or are independently
wealthy, and there are no needs for any team-mates to buy diapers for
their children!
Characters will actually age in Frontier 1859. How will this work?
Can a character die from old age?
Players can create an older looking character that may have desired benefits
such as higher wisdom or grit factor, but we do not plan to age characters
in a years time (1859), however we are looking into growing hair, and
changing skin-tones depending upon health. It is also important to note
that some wounds, diseases and repercussions can eventually weaken a character
to be ineffective in a learned fighting or movement style, and therefore
necessitate learning something new. Wounds also narrow "fullness
of life" and thereby help a player be more cautious about what they
are doing (also known as "down time" ). Wounds and illnesses
can also permanently scar your action figure, and/or when left un-attended
could eventually cause death.
Will there be any “safe zones” where no combat can
take place?
Yes.
How will combat be handled? Will a headshot inflict greater damage
than a shot to the leg?
Its’ not a matter of damage per say, a bullet will do the same amount
of damage hitting my leg as it will my head, it’s just that the
head has a greater chance for mortality - so the wound is critical. The
damage a bullet does is determined by velocity, size, wobble and the type
of surface angle it strikes. Also, since the human body is 6.5 to 7.5
heads in length – the head is a more difficult target to hit. There
are other factors that will come into play such as adrenaline, and recoil.
On the issue of combat, will a gunshot wound dealt by a “weak”
player inflict damage comparable to that of wounds dealt by more skilled
players?
In Frontier 1859, no players are actually "weak" and player-characters
won't be a "bucketload of points."
They will all have some potential to hurt another player, and in the case
of defending a town or wagon train from hostile attack - each person counts!
Obviously the more skillful players will hit what they are aiming at more
frequently, and with better odds on moving targets. In any case, injuries
are measured by wound severity. Therefore, a newbie player could injure
an Uber player with a lucky or unwary shot.