12/19/2023 0 Comments Icarus beta![]() And I think we've been validated in the market with that. And so we felt like PvE was really ready for some sort of push. I think if you're going to do something in the video game industry, I feel like you should try and do something new, at least a little part of it. But we didn't feel like the same thing had occurred on the player versus environment front. gave PvP really good context, it gave really good pacing around the player versus player experience that people could understand. "So I think we saw a real evolution of PvP, which is why you started to see a lot of other PvP-focused multiplayer games bringing out Battle Royale modes. "And then you see a lot of different games doing Battle Royale modes and stuff like that. "I think we've seen a natural evolution from those days, a long time ago, where you had something like DayZ, which had its core in this mod, and that flowed through into other mods, and then it flowed through into PUBG, which then flowed through into Fortnite," Hall says when asked about Icarus' PvE focus. Friendly fire is absolutely a factor in Icarus, but it's firmly - for now - a Player vs Environment (PvE) game. Luckily, two members of the Rocketwerkz team were on the same prospect, and they knew just what to do, carving a hole in a nearby stone outcropping and letting us huddle in place until the storm ended.Īnd players who flail about wildly should do damage to their teammates. You take exposure damage just being out in a storm, so I needed to heavily prioritise shelter. In the case of my recent hands-on, I landed on the planet in the middle of a storm, a raging weather event that wreaks havoc, tearing down trees and lighting spot fires, and whipping players with wind and dust and debris. Icarus is a daunting planet, rife with all manner of nasty pitfalls for the unwary. Short drop or long, when you land, there's no time to lose. But early on, you really want the time to breathe, and explore and develop your character and stuff." Take on whatever scenarios we could throw at you, maybe focusing on throughput and getting in and out very fast, using vehicles and all these other things like that. Later on when you have very high level characters, you probably want to go gamble them all. "We've actually found that it's probably the inverse. "When we started out, we thought that beginner players would want very short drops, and experienced players would be the ones playing the game over weeks and weeks," Hall explains. ![]() But Rocketwerkz can create different prospects for different skill levels. In the early part of the beta it seems sessions will be long - 21 days is where the countdown currently begins, and it ticks down whether you're in the game or not. So I think in reality, we're just sort of putting a structure around what already exists." And from there we're able to build on that a scaffold of progression between those sessions. And by doing that, by having an endpoint, we have a clear failure mode that you can work against. "What we're trying to do is really define what your task is for a session. These are games that already do sessions, they're just not calling them sessions. Or in Ark - you'll play on the same server for two or three weeks and there'll be a wipe. When you go in and play Valheim, when you go to kill Bonemass, you build a little base and many times you'll never visit that base again. "And I know it can seem a little paradoxical to say, 'okay, it's a crafting and building game but in a temporary session.' But actually, if you look at it, all your game sessions are temporary. So if we can figure out how to actually explain to people succinctly its true value in a way where they understand and they agree with the value proposition of session-based survival in a PvE context, then I think we win, and we are able to solve their problem. But it's the best part because it's the solution to a lot of problems. And you should never try and sell something that people need but they don't want. "It's the worst part because it's difficult to explain. "I think that simultaneously the worst and best part of Icarus as a project is its session-based nature," Dean Hall, founder of Rocketwerkz, says of sessions.
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