Introduction: |
In the area of Massively
Multiplayer Online Role Playing Games, or
MMORPG's, we've usually seen games geared toward
a fantasy setting, such as EverQuest or
Asheron's Call. A genre that would fit in
perfectly with MMORPG's is the space-sim genre.
Elite, many many years ago, introduced this
concept with the idea of levels, such as Recruit
or Elite, and this concept would fit perfectly
into the genre. Luckily, while games like
Privateer and Wing Commander Online were
cancelled, one company, NetDevil, was working
hard on their Space Sim/MMORPG Magnum Opus,
Jumpgate. In this interview, we were able to
talk to the developers of this hot looking
online game, and find out a little more about
it.
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| | Interview By: Brian
Rubin Developer: Netdevil Publisher: Mightygames Published On: 3/24/2001
1. Why did you
create Jumpgate, and what is its
purpose?
We are basically just a
bunch of gamers that wanted to play something that
looked like the huge battle scene in Return of the
Jedi. But we wanted to do it with real people in
those ships. A game like that was not available at
the time so we thought “why not make it
ourselves”? That’s how development on Jumpgate
started four years ago as hobby project that soon
evolved into something more. The more we worked on
it, the more complex it became until all off a
sudden we had a game with an economy, mining,
aliens and a bunch of other stuff. Today Netdevil
is a full-fledged games company and we are all
doing what we always dreamed off.
As for the purpose, well, that’s just like any
other game. We want to provide an environment
where you can live out your fantasies and do
things that are not possible in real life. With a
single-player game that experience is finite or
repetitive after a while. With Jumpgate we have
the opportunity to never let the fun end.
2. I’ve seen a lot
of similarities between Jumpgate and other games
like Privateer and Terminus. What are the
influences behind Jumpgate?
The complexity of
Elite, the combat fun of Wing Commander, the
balance of Starcraft – those are all things that
no real gamer can escape. And those games
certainly had an influence on Jumpgate. But we
like to think that Jumpgate is a game that can
stand on its own merit and introduces new aspects
into the space genre. We never – at least never
consciously - looked at any other game and said
“we need that, too”. For the sake of a sales pitch
or a press release you simply have to explain a
game by comparing it to others that are widely
known, but we have always put our own signature on
Jumpgate. That’s something we are proud
of!
3. In the game,
there are three main player factions (Solrain,
Quantar, and Ocatvius) and and an enemy alien race
(the Conflux). The three factions are mainly
humanoid. Will you be introducing any more,
possibly non-hostile, alien races besides the
Conflux, and if not, why not?
We’ve had some
discussions about this subject. The fact that all
three races are humanoid has to do with the
backstory, which will be slowly revealed as
players make certain discoveries in the game.
Obviously the conflict with the Conflux will need
to be resolved first. For the “villains” after the
Conflux we have a whole bunch of possible ideas,
but again, these depend on where the players will
take the game. So, whether or not they’ll be
humanoid or alien hasn’t been decided yet. Also,
let’s not forget about the Hyperial and Amananth
(our two non-player factions). They might figure
into this, too.
4. As of right
now, players can control fighters and transports.
Are there any plans to introduce other classes of
craft, such as capital ships or carriers, and if
so, can you go into more detail?
We will definitely
introduce more ships into the game. As a matter of
fact we just added a new building to the game –
the Naval yard. It is here where new ships will be
build. How quickly (or slowly) these ships will
appear depends on the players. They need to
provide the Naval Yard with materials. As for
carriers and capital ships, this was always a
consideration. It might be a while until they
appear but we are planning on introducing them.
This will not be an easy task in terms of
programming, since we really want those ships to
be special. Just having a real big ship flying
around is one thing. Having a ship that is
commandeered by several players simultaneously –
like having a captain, navigator, gunners, etc. -
is a little more difficult to
accomplish.
5. Will there be
any story or far-reaching objective in the JG
universe, and if so, any hints on what it will
contain?
There are several
things that will be introduced as part of the
story. Again, we really want to see first where
the players are taking the game, before we make a
decision. Since we have these great player-driven
dynamics in a MMPOG we want to take advantage of
them and base our decisions on what the players
want. There are lots of things that we’ve
discussed in anticipation of what the players
might do and want. If we are right, that’s great.
But if we’re way off we have no problem with
adjusting goals and objectives
accordingly.
6. Will there be
any NPC’s in Jumpgate, such as merchants and what
not, and if so, can you give us some information
on them? If not, why not?
I think there is no
better intelligence than the human one and
therefore I will always try to avoid AI if I can.
That was not possible with the Conflux for obvious
reasons. But as more and more players enter the
Jumpgate universe, stations will be overflowing
with merchants, explorers, or mercenaries that
want to deal with other pilots. So, I don’t think
that NPC’s will be necessary.
7. The flight
model in Jumpgate is an interesting hybrid of
Newtonian Physics and more traditional flight
sims, in that it introduces the effects of drag.
Why was this hybrid flight model chosen, and what
are its advantages and disadvantages of other,
comparable flight models that you could have
used?
Pure Newtonian physics
would make it almost impossible to fly and fight,
whereas traditional style lacks challenge and does
not really reward pilot ability. We think we’ve
found the right combination between the two. I
remember playing many traditional style space sims
where you had no problems killing 20 or 30
opponents in a dog fight. That’s just not
realistic enough for me. In Jumpgate it takes
skill and practice to even down a rookie pilot or
a small alien ship.
8. I’ve not
tinkered around with trading too much, but is the
economic model in Jumpgate dynamic, as in other
games of this type, and if so, what kind of model
is it based on (i.e.
supply-and-demand)?
Our economy is about as
complex as the one in the real world. It is not
only based on supply and demand, but also gives
players the chance to create a demand and supply
it. This happens through yet another new
structure, the science facility, where new
technologies are developed and made available to
the stations. Each science facility in Jumpgate
specializes in the development of one particular
component, but there are many of those facilities
throughout space. As long as players deliver the
needed materials to those stations new equipment
and components will be continuously developed.
I’ve noticed that the
missions in Jumpgate seem to be created by the
computer? Will users be able to create their own
missions, such as bounty-hunter or escort
missions?
That’s happening
already, just ask some of the pilots that are
being hunted right now, because the transport
pilot they attacked placed a bounty on their head.
And escorts are hired practically all the time, be
it by a rookie that needs protections from Conflux
or an experienced cargo hauler that needs somebody
to deal with pirates along the way. What everybody
needs to understand is that Jumpgate is a game
that requires interaction with others. Just
placing missions for the sake of having them is
not serving any purpose at all. Instead players
should use the chat channels to offer their
services or hire somebody. Besides, it is very
hard to implement such pre-determined missions
without attracting cheaters or to make them really
meaningful in an environment that constantly
changes.
10. What are your
philosophies for creating, maintaining, and
improving a game like Jumpgate?
Simply this: Make
Jumpgate the most fun and excitement you can have
with your clothes on or off. Listen to the player
community, since they are the ones that know best
and make your improvements accordingly. Don’t play
developer god by implementing stuff that you might
think is cool, but serves no particular purpose.
This genre is new therefore observation and
flexibility are the most important assets a
company can have.
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