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 Frontier 1859 Interview Cosmic Origins talks at length about its
interesting Wild West MMOPRG concept. Tuesday February 18, 2003 | Prophet
Today we talk with Daniel McMillan,
founder of Cosmic
Origins and the main architect of an online
role-playing game concept set in the Old West called
Frontier 1859. Daniel tells us what he’s be up to since
the last
time he talked to GameSpy and offers some deep
insights into this promising game concept.
GameSpy: The last time we
talked to you (and I might add, introduced some of
your game concepts to the world) was back in October,
2001. What have you been up to in the last year and a
half, and what major milestones have you met or exceed
in that time?
Daniel: Researching new
technologies, lurking forums, following leads, doing
press interviews, and helping to build an online
community. As a result, we have a growing number of
consistent early adopter contributors and potential
candidates. The amazing thing is the growing response
from around the globe. It has been really positive,
and it is very daunting to realize that news is
reaching around the globe. It is something that was
just not possible until the internet. People from
France, the Netherlands, UK, Australia, and New
Zealand have come to share their ideas. Thus, project
credibility for a world-wide market is exceeding our
expectations.
GameSpy: Has Frontier
1859 become more than a game concept?
Daniel: As I sincerely ponder this
question, I see a child who has become a teen. I also
see a wild stallion that needs a bridle. When a
concept translates into a shared dream by many people
all over the world, it tends to have a life all its
own.
GameSpy: You have talked a lot
about this western-themed MMOG in other publications
around the internet but how much of the game is
actually fleshed out and what areas still remain
fuzzy?
Daniel: We have a master design,
a budget, technology partners, perspective candidates,
and a growing global online community. The fuzzy part
is where/when the rest of the pieces fall into place.
We are doing all that we can with the resources that
we have.
GameSpy: The last time we
talked we didn't take into account your background in
the game industry. You've actually done a lot of
graphic design, level design, and game design work on
a number of prominent projects - Care to give us a
list of your credits over the last ten years?
Daniel: Well – when you’re a young lad,
you can’t see the forest through the trees. If you
keep working – stuff piles up. My goal was to be a
filmmaker. After art school I was hired as the guy who
interprets creative ideas and turns them into reality.
We had an Aurora CG system, and we also designed for
the Bosche, Quantel, and Shima Sieko paintboxes, and I
was responsible to figure out how to solve each
problem. This process required a lot of drafting,
planning, and managing small crews with shoestring
budgets. Somehow I accumulated 12 years of TV spot
work doing this.
After helping a buddy move
out to Reno - an ad pops up in the local Newspapers
looking for a game artist in Truckee, CA. That was
1994. About three months after being hired, on
milestone 2 of a SNES/SEGA game called “Rap
Basketball” the company closed down. It seems “Motown”
failed to follow through. So the former art director
and I started “Digital Outpost Studio.” Sierra gave us
a year contract painting elements for “The Realm
Online” followed by Tachyon on ‘Blood & Magic” and
so on. This career path has now led to work on over
ten published titles, and three cancelled titles.
There are certainly a lot of people with more popular
titles than I have had the privilege to work on, but
one must do the best with what they have to work with,
and so my favorite project thus far was working on the
“Descent 2/3” series.
I had a realization that
my career has been a lot like math class - creating
problems in order to solve them. So I think that there
is always a solution – a way – a possibility. In fact
I am challenged when someone says it cannot be done.
This approach has unsettled some situations where
people are comfortable - but [thank God] we have never
failed to work out a solution, and 20 years of doing
that kind of thing is a good foundation to build on.
GameSpy: Let's jump right in and talk
about Frontier 1859. It was a great idea 1 year and a
half ago and it's still a great idea today but
publishers have not done the smart thing and pounded
on this game concept. Why do you think there's
hesitation on the part of publishers to take on this
project?
Daniel: It is a matter of not
meeting the right person, because many projects are
getting funded no matter how tough times are.
Despite that the whole industry has been going
through a shake down, on-going changes to National
security, economics, and corrupt business leaders
coming into the light - projects are still getting
funded. Imagine if film and network TV shows were all
the same theme! It seems like today’s idea of a safe
bet means shipping 99% products following the same
theme.
Despite theses challenges, Cosmic
Origins has survived through the toughest times. It is
a good time for a publishing partner, private funding,
and/or LLC members to team up with us. If it were not
so you would not see X-box, Game Cube, and PlayStation
3 planning for broadband support!
No game
compares to an MMOG, because an MMOG is people. Where
else can you make a dozen friends around the world and
maybe even meet someone, and fly over to visit them?
The MMOG costs less then making movies, reaches a
world-wide audience for an extended period of time,
and offers more entertainment for the dollar. Funding
a project like this dispels fear, create jobs, and set
new precedence [not to mention stay profitable]. Plus,
the MMOG has spawned many new technologies to choose
from, boosted broadband subscriptions, and created a
new virtual frontier. It truly is the shape of things
to come.
GameSpy: What are some of the
things you and your design team plans on doing to keep
costs as low as possible during the development cycle
that might entice a prospective publisher to sign you?
Daniel: Our focus is on making every
dollar count. We’ve already got a very lean
spreadsheet. We know that the project will suffer if
it is under funded, so the company is prepared to
relocate, merge or whatever it takes in order to make
every dollar count while building the best product
possible. We have technology partners who understand
how important it is to support each other. There is an
incredible amount of job market talent available to
increase the cumulative knowledge-base needed to meet
our potential. It’s prime time.
GameSpy: What are you planning on your
end to keep costs low when the game finally does go
online?
Daniel: I’m planning the
company flexible for “situations to come.” Everything
from our internal development structure on through to
our technology framework will function like “plugins.”
When a component is no longer efficient or
cost-effective – we want to be able to plug something
else in.
GameSpy: You're really
committed to using the Horizons engine to build your
game. What does it offer that makes it a "must use"
product for you and your team beyond being cost
effective?
Daniel: I believed in
Horizons’ idea. Back when it was first conceived, and
at that time we wrote them a letter of intent, and I
haven’t changed my mind. In Frontier 1859, people will
be authoring their own playground from many points
around the globe. We need to have an acclimating
system. Horizon, [now “Silver Platter Software”]
guarantees their technology will reduce overhead costs
in bandwidth consumption while also supporting a
dynamic content network.
GameSpy: Let's
talk about the actual game now. Frontier 1859 is going
to be set in and around historical Virginia City.
You've obviously done your homework on what life was
like during that time, but have you had to take
liberties with certain aspects of history for the sake
of gameplay?
Daniel: Ah, the art of
building a game without a game! Well, “don’t keep your
eye on the finger or you will miss all the heavenly
glorwee” Bruce Lee once said.
Our prime
directive is sustaining a “frontier life role playing
experience.” The team will consistently be reminded to
interpret real life senses. What kinds of things can
we do to make the interface mimic how we sense the
world around us? This causes us to pay attention to
interface and delivery. It has the same top priority
as object interaction and intuitive character
movement. (Read Graeme Devine’s article in Game Dev.
Sept. 02 “Game Object Interactions” it hits the nail
on the head).
For example, when a PC mouses
over a concealed weapon – other PCs near will be aware
of it. This is a way we mimic real life senses through
acclimated conditioning. A light goes on and tells you
that danger is near – unless of course, something has
rendered you oblivious to it. Beyond it all is your
reaction to it. Obviously this has nothing to do with
history but it will help the player feel more immersed
into the environment.
GameSpy: One of
the major stumbling blocks that your team will have to
overcome is avoiding gameplay that is derogatory to
real world races during that time-period. Are you
concerned that some players with radical philosophies
may take liberties with the game's historical setting
and role-play characters that are racist or sexist?
How do you balance historical accuracy while
maintaining socially and morally acceptable gameplay?
Daniel: Which is the greater evil,
being racist or killing? When one finds themselves
part of any race, it is only human nature for racist
tendency, but what separates us from the animal
kingdom is the ability to discipline ourselves - to
act despite of our human nature. In a virtual
experience, people can play a role that is not at all
like who they really are. They are testing the “other
side” of who they are, and at the same time, who they
really are gets poured into the role they play.
In many games, the main involvement revolves
around the combat system. This prompts the defensive
and aggressive posture in each of us. It gets us
thinking about killing. Society calls that
“pre-meditated murder” but in virtual reality only
characters are being killed. Even so - the character
being killed has been developed over time and through
the concern of the user. So in effect, it is like
killing a little part of the user. Thus the MMORPG
presents a new equation for game development. Our
solution is to foster in-game accountability for one’s
actions, in order to reinforce the notion of being
civilized in the place where it al begins – our mind!
No matter what players will exploit bugs in
the game. They will exploit objects. They will exploit
each other. They will be selective over time. Many
will help, some will hinder, and the game will keep
track of the repetitive activity that it is looking
for in order to embellish player disposition and
reputation.
In Frontier 1859, one can get a
disposition for being a racist if they fail to do
commerce with any particular race each time the
opportunity has occurred – but it is more likely that
a person will role play, and annoy other players and
thereby become known by social groups as “so and so.”
So through this process of play, racism, sexism, and
morality take back seat to progressive tactical
behavior – “what am I going to do next?” – Per say.
GameSpy: What are some of the things
that you will not allow players to do in terms of
social interactivity?
Daniel: This
topic recently came up on our forum. It is common
knowledge that ruining role play is a key issue. Most
of the ruining of role-play comes through chat.
However, it is wrong to force people to follow a
protocol for speech in a free world. Thus, we will
give each player tools for squelching out what they do
not wish to read/hear, and a ranged chat system.
Other limits include rewarding virtual
behavior. The game system rewards for perseverance by
calculating the difficulty and duration of the
problems solved – and while some of the rewards for
crime might seem good for a time – getting caught will
change that, but we feel that part of the fun is being
able to play the role you choose, and the tension
between the hostile and just players make for good
game-play elements.
GameSpy: What
practices or behavior will be deemed unacceptable?
Daniel: We have taken a tough stance
against promoting any depiction of violent acts
against women in marketing, or as an attractive and
rewarding play experience. What’s next – rewarding
players for killing their parents so we can have a hit
game? These kinds of signals coming from current
trends in game development could eventually cost us
creative freedom. It’s the “worm in the apple
syndrome.” If too many are bad – and families start to
become active in what their kids are doing - we all
get framed for being part of the problem rather than
noticed for developing a better option.
We
know that all crimes begin in the mind. Therefore, in
a virtual reality, the mind must be disciplined
through the support of positive and constructive
behavior. Careless game play – or calling it just a
cartoon for the sake of exploiting or making criminal
behavior seem rewarding or humorous reinforces
destructive thought processes.
Our approach is
to hold players accountable for their actions.
Frontier 1859 will have a justice system, as well as a
peer-based jury system for permadeath trials. I know
some people won’t like jury duty – or permadeath - but
it’s a necessary institution for authentic sociology
to happen in this frontier setting. It will take a lot
of cooperative effort to bring a criminal to justice –
and so it makes for a good balance.
GameSpy: And how far down the rabbit
hole are you willing to go to enforce certain rules?
Daniel: We don’t do rabbit holes here.
Many of the current MMOGs are already good examples of
enforcing rules for player conduct. We are going to be
no different in this respect. We will not tolerate
behavior that ruins the fun for everyone.
GameSpy: You've mentioned in a number
of other interviews that magic, spirituality and
beliefs will play a role in the game, but you haven't
really gone into detail on how they will be applicable
in the game. Will certain character types be able to
use this type of "skill" or belief on other players or
is it more subtle. Give us a few examples of how these
things can benefit the player using them?
Daniel: Yes they will, and it is more
subtle than obvious. We have plenty of reference to
model many immigrant cultures. We are still learning
about the native cultures that have been planned for
the first release. When the project moves into full
production we will be consulting experts on the
subject. I can tell you that Native cultures will have
their own crafts, skills, and spiritual belief system.
No one outside the tribe will have access to it, and
people will have to purchase a separate account in
order to play both sides of the coin.
We did
not get to know much of the native belief system
before we began killing each other – by the time we
were all aboard the continent – the masses had already
concluded that the Indian was a savage, and savage
meant they posed a threat. We are all still learning
about the holocaust we imposed upon them. Thus, we
will try to provide the best tools possible for native
tribes to reenact their lifestyle, and it will be a
progressive addition to the game.
For
instance, when a tribal group shares in a rain dance,
and the vibe is right - the rains will come. Another
example of implementing lore is the legend of
“Tommyknockers” among miners. Those who believed in
them would leave some food for them, and somehow, the
“knocks” came before an accident would happen. Those
who did not believe did not benefit from the early
warning. We also plan to have characters whose
attributes have rendered them of “skeptical
disposition” and therefore do not see the things that
others see.
GameSpy: One of the more
interesting aspects of Frontier is that you can design
and build things offline. Tell us how this will work
and what will be required to bring it into the game.
Daniel: You stake a claim (and
sometimes squat) virtual land, download it, and build
upon it while offline, and then upload the content
onto the game board, and flag it for public, private
or scheduled use. For instance, if you have been
working on a farm, ranch or underground mine and
require additional help, and you want some friends to
work with you rather than NPCs, you would give each
friend access to your mine, set their pay rate, list
stock in your mine available for sale, and you might
even purchase additional pumping or drilling machinery
with a portion of the sale of your stock.
Then
there are kits. Kits equip players with the stuff they
need to build a particular structure. These consist of
the common buildings seen in frontier towns in 1859.
In most cases they do not include all of the
furnishings, and therefore rely upon goods, services
and trade skill interactivity. In almost all cases,
they do not need to be online while they are working
on their structure, however the game will need to have
online access in order to check resources.
Kits can be purchased, traded, or auctioned.
The kits are a necessary way to ensure that the
structures are authentic to the game. Free-form
structures such as tents, lean-tos, sod houses, and
starter T-Pees are planned to be included with the
retail version.
GameSpy: Will players
have base statistics to work from like dexterity and
strength? Give us an overview of the base stats that
players can build up?
Daniel: Player
attributes, such as dexterity and strength, can be
improved while your action-figure [Player Character]
life essence remains at “fullness of life.”
Strength performance stays peaked [depending
upon body type] by movement that builds or maintains
strength (i.e. when logging, digging, lifting, and
doing other forms of work). This activity maintains
top-notch strength. Dexterity can be polished in the
same way – but through activities that focus on
dexterity (i.e. running, riding, jumping, melee
practice, and so forth).
GameSpy:
Frontier 1859 is skill based rather than class based.
How many different kinds of skills are there?
Daniel: This is a progressive work. But
to give you an idea, skills have three classes;
“Attained, Schooled, and Inherited.” Following these
three classes are sub-sets. For instance; becoming
skilled at “Hunting” includes a set of skills like
“Knowledge, Tracking, Skinning, Stealth, Accuracy,
Awareness, Strength, Sight, and Smell. Knowledge
itself can have many categories – such as Familiarity,
Navigation, Identification, Direction Finding, and so
on.
GameSpy: Will any of these skills
have an affect on NPCs in the game?
Daniel: Yes. Also, any skills that an
NPC may possess could be used against players. NPCs
are bound to the same restrictions as players.
GameSpy: Will players be able to use
certain skills to positively or negatively impact the
way NPCs interact with their chracters?
Daniel: Disposition and Reputation will
have affect on NPC interaction and may even discourage
or encourage social interaction from other players.
Again, the same goes for NPCs.
GameSpy:
Give us an overview of the reputation system in the
game.
Daniel: Certain activities
pre-determined by the game system are added to your
“conscience inventory.” For instance, if your apt to
steal that which belongs to someone else, you
accumulate “stolen object = X” in your “conscience
inventory.” Since reputation is something that is
“known” by others – rather than oneself – to have a
reputation requires getting caught, being witnessed by
others, or accumulating enough “repercussions” that it
becomes obvious to others.
Another example is
the art of passing rumors. Say you forge a rumor about
someone and send it to others. The others who receive
it will have the option to “believe it or not.” If a
certain amount of people choose to believe it, the
rumor could stick, whether it is true or not. These
would appear listed under the target players’
reputation. This can work “for or against” PCs in a
social setting. This is a way of modeling the kind of
influence “word of mouth” had in the old west, and it
still happens today. In fact, tabloids capitalize on
rumors. Did I mention there is a repercussion for
being a “rumor spreader?” ;)
GameSpy:
What are some of the minor and major things that
players can do that impact gameplay in an effective
and engaging way.
Daniel: One of the
focuses of Frontier 1859 is to have a dynamic
environment. A player, having chosen a nice place to
build a house on the outskirts of a mining settlement,
might decide to focus his skill set heavily towards
working with iron (blacksmith), whether creating nails
or horseshoes. The player might then hire additional
help to add a workroom because he doesn’t have the
necessary carpentry skills. By his very location, he
attracts clients and gains a reputation as being an
honest, fair, and exceptional blacksmith. After some
time, he notices that people need housing and stabling
for the night. Thus the blacksmith hires some workers
to expand his home to incorporate an additional two
rooms and a stall.
The above is only one
example of what can happen in Frontier 1859. Services
are needed, whether minor, such as the need for
horseshoes, or major, the building of additions to a
house employing other skilled workers. The outcome is
that the once barren land now has a large, permanent
building. The blacksmith might only want to work from
sun up to sun down, or possibly only at night, having
days off.
GameSpy: Let's say I want to
build the kind of character you'd find in the starring
role of a Clint Eastwood movie. What skills would i
need to build a stone cold, dead eye gunslinger?
Daniel: Oh, this is a good question. A
Clint Eastwood style character isn’t all about skills,
but about personality and role-playing, which is the
essence of Frontier 1859. As for skills, this depends
on the movie. In “Hang ‘em High,” you might choose
rifle, aimed shot, accuracy, awareness, sight,
horsemanship, and aimed shot to name a few. Also, this
character would be considered a faceless outlaw, thus
he would need personal interactive skills like “charm,
bluff, and intimidate.”
The skills a player
chooses are only one facet of a good character.
Playing the character role is what makes for a very
fun and enduring game.
GameSpy: What
authority systems will NPCs control when the game
launches and what aspects of power in the game will be
in the hands of players?
Daniel: Newbie
towns along the trail to the Frontier will have NPC
lawmen. Trail Guides taking people into the Frontier
will have a lot of knowledge and awareness of danger.
There will be chances along the way to make friends.
Certain NPCs will appear to test your disposition
about them.
Other figures can appear like a
Federal Marshal, Bounty Hunters but these will usually
be looking for someone. Some of these characters are
more likely to be actors [guest appearances] rather
than NPCs, and may even be a GM. For the most part
however, the power is in the hands of the players. If
they want law – they must work together to enforce it.
[I.e. “The Magnificent Seven, Pale Rider”] Even the
office of Governor will be available sometime in the
first year when Nevada becomes a State. Whoever wants
to run for Governor must campaign and be elected into
office by the people.
GameSpy: You've
mentioned crime and punishment in other interviews and
I want to touch on the concepts you e plan for
Frontier when it launches - give us some examples of
how a person can be put on trial for a crime and what
conditions have to be met in order for the person to
be found guilty?
Daniel: If a PC has
been wanted by the law, for crimes committed against
citizens, and he/she refused to turn them self in, and
they get caught by:
a. Bounty Hunter
b.
Sheriff, Deputy, or Marshall
c. Citizen,
Posse
Your character will most likely be
incapacitated through combat. (I can't see anyone
coming along peacefully who is already a hardened
killer). At the point of incapacitation, your body is
recovered, treated for injuries. Although it will seem
like only seconds have transpired- during that time
(the game) checks your "conscience inventory" and if
you have any icons with people's names in your list
that read "murdered" then the game will check to see
who has produced burden of proof against you. If
anyone has turned in "witness flags" with your name on
it to a Sheriff, Marshall, or Deputy, then the match
is "True" and that character goes to jail.
A
trial is announced, which will notify witnesses to
appear. If no-one appears to produce any evidence
against you, then the judge will be forced to let you
go.
If several people appear in court with
"witness flags" with your name on it, your found
guilty and sentenced. Sentence is carried out the next
morning at sunrise. You will still have some control
over your character, although it will be restrained
with ankle chains and hand ties. The PCs last rights
will be given, and the sentence carried out in public.
That PCs name will appear on a tombstone in a
cemetery, and all of the player's Skill points are
rounded off, and available to be used in any new
character with the same family name ( See “importance
of having a family”). If no heir is available, then
there is a point-penalty, but the player can re-invest
those points into a new character.
This gives
you a basic idea about how we plan to implement
"permadeath" through the justice system. It will be
fined tune of course, during play-testing.
People will have to learn how to play a game
where they are responsible for their actions.
On the flipside, the game will always have a
way out of any situation - it's up to player ingenuity
to use the resources at hand to solve a problem. In
the case of busting a buddy out, you could do it if it
was well organized. You could even bust them out at
the last moment before a hanging was executed. I can't
tell you the exact steps - what fun would that be, but
I can give you a hint - that anything that can be
targeted - can be shot at. Anything that can be bound
- can be loosed!
Finally, laws can only be
enforced as strong as the town-folk who enforce them.
Thus there likely will be bad places you just don’t
want to go, and the towns that have the very best who
are "the law.
GameSpy: Are you
concerned that players will use the justice system as
a means of getting revenge against other players? Is
there any way that a player can be framed for a crime
they didn't commit?
Daniel: Yes it is
possible, but unlikely because the “flag of witness”
is only produced at the scene of the crime. It is not
always easy for the perpetrator to know who was a
witness.
GameSpy: Let's talk about
families in the game. Players can join up and create
families and they can have children that are NPC
characters. At what rate do children grow in the game?
Daniel: Well, to understand in-game
time, each year we plan to release an update. From
Frontier 1859 is planned to follow 1860, and so on as
long as people continue to play the game. Therefore
children will not grow much in a year of in-game time.
You have to understand that the reason people need
siblings in Frontier 1859 is for strategic game play.
They can help a family with its’ daily needs, or
simply reserving future slots. Also kids will have a
positive affect on a PC’s disposition. Other players
who wish to join a family household can jump into the
slot reserved by a family sibling – but they may no
longer be a child. This may seem a bit contrived, but
nevertheless its’ a game.
GameSpy: What
functions can they perform for players in the game?
Daniel: The Frontier 1859 reward system
is looking for posterity events. The “surviving family
unit” is at the top of the reward system hierarchy.
You must have children or adopt them in order to
create an inheritance and carry on the family name.
NPC adolescents can do chores, run errands, cook, just
about whatever you’re willing to teach them. We are
going to work towards implementing AI that chooses
several of its own traits while also automatically
inheriting a few traits from the parents.
GameSpy: On related note can players
"Will" their homesteads and property to NPC children
or other family members?
Daniel: Yes,
this is one of the most basic rules of the game. Think
of children as “slots” for other players in your real
family household to merge into, or open slots for
adopting other PCs into your family name, or a future
slot for you to play out if something happens to your
main. If there are no more slots to inherit – the
lineage is broken. Having a surviving family lineage
helps players feel very accomplished, and promotes
co-operative play much like guilding.
GameSpy: How many different ethnic
groups will be in the game and what are some of the
major differences between them? Are some races better
suited to certain skills than others?
Daniel: Each ethnic group will have a
default talent for a skill that seems naturally
inclined or inherited. These talents and skills might
be unique, only usable by one particular ethnic group.
Someone with another ethnic background might be able
learn the basics, but nothing beyond that.
GameSpy: Tools degrade over time in
Frontier 1859, but you haven't been specific on how
quickly they degrade. It's not uncommon to find tools
from the period that still are in good working
condition in the real world. Give us a basic idea of
how quickly a tool can degrade, whether or not it can
be repaired and what the end result of not repairing
an item is.
Daniel: Well, in the case
of mining tools and machinery, they will wear out
and/or break, but can operate as long as they are well
maintained. Stress factor also comes into play. It
really depends upon the item. What would wear with
use, what would not, and the quality of the item.
Better material and craftsmanship could lead to a
longer lasting item.
GameSpy: How will
homestead placement work? Beyond having the proper
amount of finances in the game what other requirements
have to be met in order to build a home?
Daniel: We want building to be as
intuitive as possible. Like stacking logs, sod, or
erecting a wood framework – if you build it
improperly, it will collapse under its own weight. But
if PCs are patient enough, they can build on any
location they want. They may either learn the various
construction skills or hire others to do the job.
GameSpy: In your opinion what's going
to be the hardest gameplay element to implement into
Frontier 1859?
Daniel: Truly intuitive
movement and object interaction. We want fighting to
be like the best fighting games, horseback riding to
be as fluid as possible, and handling objects to be as
though they have realistic physics. We want players to
be able to shoot from wagons, coaches, and horseback.
We want players to be able to run, jump, fall, limp,
and roll. We want players to be able to swim, dig,
push, and pull - fun stuff that makes you feel more
intimate with your character and the world around you.
This freedom of movement is top priority, and we will
also include an auto-assist mode for the people who do
not like twitch style movement.
GameSpy: What are the advantages of a
player being a homestead housewife?
Daniel: They provide a “Home” and “Safe
Place”. A “Safe Place” is a game play element that can
allow someone to be hid, or go into hiding. They also
increase a husbands’ wisdom base, strength base, and
raise the recharge rate for ”fullness of life”. The
homestead “moms” will add significant bonuses to
family groups. They can allow children to be created.
They can help provide for the family unit with any
number of new skills and resources. They can create a
number of fashions, and much more. They can do
whatever they want to do in a Frontier world.
GameSpy: What activities can players
that choose this seemingly mundane path partake in?
What are the rewards?
Daniel: Where did
you hear that Frontier life was mundane? Frontier
women did not get as much press and historical buzz as
they deserved in light of the hardships they had to
overcome in order for you and I to be here today, but
that does not imply a mundane life. There were lady
miners working the Comstock lode! There were lady
outlaws. There were famous lady shooters. There were
lady homesteaders who struggled with survival.
Do you know the story of Mary McGuire? About
an hour before sunrise on December 31st, 1864, Mary
McGuire, her 6 year old son Johnny, and two workmen
were awakened by the noise and the light of the fire
that was burning on the roof of the McGuire cabin at
Hawean Meadows (now covered by Haiwee Reservoir) as a
way station on the road from Visalia to Aurora. Mr.
McGuire was away on business. The two workmen ran
outside to extinguish the fire, and were greeted by a
hail of arrows and were driven back into the cabin.
Mary, her son, and the men now began to knock off the
roof shingles from inside and to douse the flames with
brine from barrels of corned beef. But they were
unsuccessful and the heat forced them outside. The men
urged Mary to try to dash past the Indians but she
believed “It is of no use” so the men dashed out of
the cabin and ran for their lives. Both men were shot
at, and one was wounded in the head by an arrow, but
managed to reach Little Lake 18 miles south.
Later, two riders traveling from Aurora to
Visalia spotted the smoke rising from the McGuire way
station. There, they found Mary McGuire riddled by 14
arrows and near death, Beside her lay her dead son,
Johnny. He had been hit by 6 arrows, his arm had been
broken, and his forehead had been bashed in by a club.
The boy had his teeth pounded out to prevent him, as
the Paiute believed, from returning after death as a
wild animal who might attack an unsuspecting Indian.
Mary, wounded as she was, had managed to pull every
arrow out of her son. The two had put up a stout
defense; an ax was found alongside her body, and the
boy had a stone tightly clenched in his fist,
indicating that “he died grit.”
I can tell you
that there is going to be a system that rewards
players for perseverance in the things that the game
recognizes as promoting posterity. This is an equal
opportunity system. It is only a matter of overcoming
who/what gets in the way.
GameSpy: Have
you guys begun designing any parts of the game or are
you holding off until you get some funding?
Daniel: Well, we are caught in a catch
22. Without “proof of concept” it is difficult to get
funded, and to properly complete the proof of concept
we need to be able to license the technologies and pay
the staff to demonstrate what we can really do given a
little more resources. One advantage that this has
given us is we continually modify and strengthen the
game in terms of game play, depth, breadth, and gain
more knowledge as to what our team and this project
will entail.
In any case, I know that the
right business partners are out there. Perhaps they
are not yet involved in game design, but are looking
to enter the market with a viable product. So you can
bet we will continue with R&D, concept art,
feature spec. updates, perspective candidate database,
online community, consultant and historian database,
and seeking perspective business members for as long
as it takes.
GameSpy: Final Question -
will there be brothels or similar establishments in
the game?
Daniel: Nice end note
question. There might be brothels instituted by player
characters who want them, but we have not planned to
encourage or design them as kits. Imagine your very
own “Red Light District Cat House kit”??!! Any adult
content that players author must be segregated from
minor players. In many MMOGs, people are doing a lot
of hinting at sex, and even participating in cyber sex
while chatting. Our community manager; Jolene
Brumbaugh referred to this behavior as the “15 year
old horny boy syndrome.” I’ve seen people fly out to
meet each other, marriages break apart, and new
relationships form. People also make a lot of friends,
and some enemies too. We are not going to police this
kind of behavior, but if it turns into harassment,
well then it falls under “player conduct policy.”
Besides, it is up to the citizens of a frontier
boom-town to decide if they will allow a brothel to
remain. We will ensure that there are “repercussions.”
In any case, it will be interesting to find
out.
Thanks again to Daniel for
talking about Frontier 1859. If any game concept
deserves to become a reality it’s this one just based on
the uniqueness it will bring to the table. We’ll let you
know what happens to this game project as it develops.
In the meantime check out Cosmic Origin’s official site
for details.
Related Links
 · Official
Site · Frontier 1859 Site
(coming soon) · Cosmic Origins ·
RPGPlanet ·
GameSpy
PC
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