I have been having some interesting conversations with some network operators and publishers about the game and I have to make some decisions in the coming weeks. So I figured that I'd start with some prelim discussions first which I expect to continue in the GCO blog website once James is finished with it.
Let me quote something from the
GCO FAQ in order to set the stage for this discussion.
IS IT DEVELOPED FOR A HARDCORE AUDIENCE ONLY?
Players of our previous space/planetary combat games will feel right at home.
Our games have always been geared toward a specific audience and not for the mass market audience. All games are targeted this way but we tend to remain focused on the gamers who like a more rewarding gameplay experience based on what they put in.
A lot of games cater to a specific audience, though the media, publishers and developers - for financial reasons alone - would have gamers think otherwise. This is why most games, publishers and developers fail. Everyone wants to cater to the Status Quo, develop a "WoW killer", copy everyone else's game - then blow through a lot of money (usually someone else's) and FAIL.
Eve Online is a hard core space trading game that caters to a specific audience. They serve that audience very well and are rewarded for it. Planetside is a hard core fps game that caters to a different type of fps gamer. Given the numbers and its popularity, it is safe to say that it failed to capture the numbers due to the fact that hard core fps gamers can get a better experience elsewhere without a montly fee due to the saturation of the fps market. Those who stayed are the game's target audience.
And I could name a list of MMO games that have come and gone, most of them fantasy themed and which you've probably never heard of.
Despite the fact that we are working towards a "pick up and play" model for the game and which gradually leads up to a more in depth gameplay, with GCO we are sticking to a formula that has always worked for us. We know that there are quite a number of gamers out there who like the sort of games that we develop. They are our audience - hardcore or not.
That is not to say that we're aiming for the game to be as complex or hardcore as our previous games. No - instead we're shooting to make the game as easy to get into and play as possible. Basically if you can play Echo Squad SE (space/planetary combat), Angle Of Attack (planetary aerial combat) or All Aspect Warfare (planetary fps combat), then you already know what to expect from the perspective of those games since they have features which are part of GCO. Of course going up against AI opponents is totally different from going up against human players. So bear that in mind.
With GCO, we're aiming for a gamer to invest upwards of thirty to forty-five minutes a session and come away pleased at having achieved something and had fun. There is no grind and you can quit the game at any time you decide its no longer fun. The type of gamer that our games have traditionally attracted are dedicated gamers who help each other, are respectful of one another and are friendly and co-operative. We are looking to build on that and to provide a worthy experience for gamers who become part of our own small corner.
You probably should read some reviews of our most recent games to get an idea of the sort of experience to expect, though as was previously mentioned, we are looking to simplify things a bit but not to the extent that we alienate our core audience and end up with a run-of-the-mill game that fails to stand out or keep its target audience.
Regardless, GCO will have a Free-2-Play (F2P) subscription model, so you can always try the game and go from there.
As you long time die-hard BC/UC fans know, those games are huge, complex and squarely in the niche category. Since GCO is basically going back to those roots but with some revised technologies, multiplayer-centric etc there are some concerns that this would end up being like Eve (though 300K paying subs is nothing to snub) but of course on the opposite spectrum. I don't really care about that tbh but nevertheless my ultimate goal is to make the game a bit easier to get into and play.
Which of course means removing a ton of BC/UC specific features which would just get in the way and make things that much harder. Lets face it, making GCO to be UCCE with better graphics, tech and multiplayer is just not going to cut it - and that never was my plan at all. So those of you expecting that this is what is going on, are going to be sadly disappointed.
For example, our hardcore fans won't mind the total responsibility of managing a fully NPC crewed cap ship because managing a massive carrier while trolling Perscan, keeping track of intruders, crew rotations, supplies, crew fatigue etc- and Resnig - are all part of the excitement. But whats the point of having a 100+ person carrier with launch crafts (fighters, shuttles, vehicles) if you can't use them? Can you imagine having even 32 advanced players on the server - all with cap (carrier, cruiser, transport) ships - deciding to launch those assets, deploy crew on the planet etc? All at once?
So stuff like that is definitely out in terms of NPC units. Instead, my goal is in treating cap ships like station assets - in that all slots have to be player manned. e.g. a carrier with fighters can't launch them unless they have a human player. You can't have marines or personnel on your cap ship unless they are human players etc.
This plan would also involve making carriers and cruisers totally automated (like stations). They would have a specific patrol zone profile, are very hard to destroy and can only be manned by very advanced players who - due to the game's progression scheme - I don't expect to be able to do this inside of six to eight months of playing the game.
I am going to treat transports differently. Since they don't have launch assets (except for mining drones), those can still be player crewed for those traders. So this issue is really about carriers and cruisers.
This would also mean making these NPC manned cap ships operate as spawn locations. So if for example the carrier GCV-Intrepid is patrolling
Sol, you can spawn inside it (not in 3D, but attached to it via an APT as in AAW) and then launch from it as a fighter or shuttle pilot. Probably even as a marine, though that would require specific handling to determine how the marine can leave the ship and materialize on a planet since they can't be in space unless they're flying shuttles.
The other part of this discussion revolves around splitting the GCO game IP into two separate game types catering to different audiences. In this case, the first game would be a pure space combat game in the vein of
GALCOM Echo Squad SE. This would be "fighters only" space combat - and it wouldn't have 90% of the full game's feature set. The other game which comes later, would be the more hardcore game.
Quoting from the GCO faq:
WHAT ACTIVITIES CAN I TAKE PART IN?
* First person combat (planets)
* Vehicular & Naval combat (planets)
* Aerial combat (planets)
* Space combat (space)
* Trading (planets/space)
* Exploration (planets/space)
* Mining (planets/space)
* Construction (planets/space)
From the above feature set for GCO (all derived from the BC/UC games), you can clearly see that the first game would have only one specific gameplay type: space combat. Also, given how huge the galaxy is, we don't want fighter pilots spending the bulk of their time navigating to where the action is, so it may take place only in the Terran section of the game galaxy, instead of the entire game galaxy. Its not going to be fun as a Terran pilot launching from GALCOMQ HQ in Earth space and having to spend the first fifteen to twenty minutes flying to the action.
It would also be F2P (you only pay a nominal fee for the client perhaps).
The plan is that doing it this way allows us to do a staggered release while gauging the response to the game, the sign-ups etc while catering to a more action focused audience. Of course that game won't be upgradeable but anyone wanting to move their character over to the more hardcore game, would be able to do so.
The flipside of doing this is that instead of continuing to stand out and apart we end up being direct competitors to Jumpgate Evolution, Black Prophecy, Taikodom and their upcoming ilk. Do we want that?
So there you have it. This is an open call for comments from hardcore as well as newcomers to our games. Your opinion counts. There aren't very many space combat games out there and even the few that are out there all have something lacking - which is why the genre continues to remain in the niche category regardless of the audience they try to attract. My goal is to continue to cater to our hardcore audience but I don't particularly want to ignore those who want games to be fun, not work.
Discuss!!
President, 3000AD Inc.
Designer/Lead Developer
The Battlecruiser Series
"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"