Colin Dwan is the Project Manager for Fallen Earth. Just after the game's September 22nd launch, he spoke to Managing Editor Jon Wood about the game, it's launch, going up against Aion and much more. Find out what went right and what went wrong right from the team that brought this post-apocalyptic MMORPG to market.
| MMORPG.com: | Now that your game has launched, how has the game changed or evolved since the original alpha test? |
| Colin Dwan: | There have been upgrades to art, server performance, the new player experience and tutorial as well as a lot of polish. It’s phenomenal to see where we were a year ago and how much we’ve progressed. |
| MMORPG.com: | How has being a smaller, independent studio affected the launch of Fallen Earth? |
| Colin Dwan: | We’ve always thought it was important to stay as connected to our community and pay attention to what they need. Being small, though it adds some difficulty in terms of managing resources and getting the word out, has benefited us in many ways. We have been able to be flexible and respond to things more quickly than we would if we were a larger company. |
| MMORPG.com: | 3. Are there any issues in the game that you feel wouldn’t have been there if Fallen Earth had had a major publishing studio behind the project? |
| Colin Dwan: | Having a large publisher would probably add convenience in terms of resources, but being independent helps us keep true to the vision we had for the game. It’s nice in a way because there’s more of a solid connection between the developers and the final product—there’s less filtering. |
| MMORPG.com: | What, in your opinion, is the game’s biggest strength coming out of launch? |
| Colin Dwan: | We feel like we stand out from the other MMOs in the market. People may be polarized about their opinions of our game, but we feel that most people at least acknowledge that difference is there. |
| MMORPG.com: | What, in your opinion, is the game’s biggest weakness coming out of launch? |
| Colin Dwan: | We have to learn to switch gears and learn to balance the limited resources and staff we have to create new content and address concerns of live game play, such as continued optimizations for stability. We also want to be able to reach as many new people as possible while we continue to reach out to existing players. |
| MMORPG.com: | Fallen Earth launched on the same day as Aion, a game with a large studio and a lot of hype behind it. How, if at all, did that affect the launch of Fallen Earth? |
| Colin Dwan: | Some have asked if we consider Aion a competitor, and in short, we don’t. Their goals and game are very different than ours. It is really nice to see MMOs take more of a presence in the games industry. Aion has raised a lot of buzz, and it’s good to see more participation from the community. |
| MMORPG.com: | One of the complaints that we have heard from some players is that water is currently inaccessible (invisible walled). Are there plans to change this in the future? |
| Colin Dwan: | Just like most other decisions that a small developer faces, we’ve got to balance issues. While we don’t want to trivialize our players’ desire to go skinny-dipping, we also have to balance this request against other things—things that may be larger priorities in terms of game play. |
| MMORPG.com: | What is your strategy for maintaining and continuing to build a population within the game? |
| Colin Dwan: | Slow and steady wins the race. Continuing to work on the good base we’ve built. Fans are our largest proponents, and they’re awesome. Their blogs, positive word of mouth and support have been more powerful than any marketing campaign we could have hatched up. |
| MMORPG.com: | Do you have anything to say to the game’s detractors who say that the graphics are a bit outdated? |
| Colin Dwan: | The graphics have come a long way. Some of the comments we’ve received are because people don’t necessarily go in to tweak their settings, and some default low. We will continue to make improvements. Some define an immersive game play experience by graphics, others by a rich storyline and game play. We probably leaned a bit more on creating storylines and a rich player experience, but we’re finding our balance. |
| MMORPG.com: | What can players expect in terms of changes and updates from the developers in the near future? |
| Colin Dwan: | We want to keep to an aggressive pace as we continue to squash bugs, implement features that help with overall game play experience and as we round out some areas that people feel are lacking. We’d like to add more group play and continue to review the new player experience as we add content and new features for our existing players. For more on updates and such, just stay tuned to our web site. |
First !
Good review!
I bought the game on the launch day and I'm not regretting it !
Interesting interview.
The bit about not having a major publisher, I think this worked in their favour as did releasing on the same day as aion massively. Aion will have taken a lot of players who may have tried the game just to 'fill a gap' even if the game blatantly wasn't their thing. This happens all the time and those initial 'bad reviews' are damaging. Also (at least for me) no publisher gave the game a dev participation feel (like MO) and I love that, it also helps to manage expectations, big publishers hype the game like mad, it's thier job, in the end nothing could live up to the expectations they enduce. Good for initial sales not so for longevity.
I like the talk about fans being proponents and marketing but its a fine balance when listening to the fan base, they need to keep an eye on the level headed not the fanbois, they're just as deadly to a game as haters.
Dodged the question on water, may be a reason for that? I hope down the road they take out the repair kits and limit the crafting abilites to go into higher tier at least.
I'm loving the game too and I think Icarus have a winner on their hands. Nice, short interview which I read with interest.
I think he's wrong though that they were not competing with Aion. Just because you have two very different games, doesn't mean you don't compete for people's attention and money. The point is that they released the same week and it was a choice between them for many players. It was for me.
I had to chose between Aion and Fallen Earth as well. I chose Aion because it was polished but may look to try Fallen Earth again in the future.
I love their approach and the fact that they are not some money hungry whores. Of course they want your money but at least they don't show and they don't want to get rich over night. Slow and steady! KEEP UP THE GOOD WORK Icarus i for one love the game!
I have to say I haven't seen an interview from any FE staff yet where they said something that threw up warning flags for me. With respect to what I want out of an MMO they get it better than any other dev house out there now.
This is truly a decent game with more potential for any others out there. I hope things go well and if it is still kicking strong in a couple of months I may give it a go. Right now still playing/enjoying CO ( let the flames begin ) and do not have time for more than 1 MMO.
If I get to the point where CO has lost its luster I may come over to FE. It was a toss up for me between these 2. I finally chose CO because I felt that FE required a larger time commitment to get to some of the content than I was willing to commit too.
Great concept, good backstory, interesting open game play, and PvP end game. There is lots of potential for expansion and where this game goes is anyone's guess. Just remember that right now this only includes a small section of Utah!!!!!
a few things still on my list...
water ditch in monkeytown
travel times overly long (steam train)
costume clothing / clothing toggles
crafting que ability to pause one and craft another (shift priorities)
radiation barrier defined more obvious,, with rad meter clicker
vehicles need vehicle physics (jumping)
horse population gonna be a problem after release as in 100+ horses standing in oil
repeatable quests not identified
need grenage physics includes the poisons and acids
need shotgun physics not slug
shotgun damage out of wach 410 is the smallest NOT the bigest (12,20,410)
factions are wattery and have no unique contrast.
no player chat channels
no tiered clan bank security
need more player choice in crafting dyeing or other customizations like a blue mororcycle or green berret or spicy chicken (vs normal chicken)
no /follow command
no /drag command
ability to abort a loot or harvest by moving (foward)
if i had to pick the most critical for game it would be vehicle physics and customization,, even though the train and shotguns are important to me.
I expected more of a interview, but as the PM stated. If you want more information, go to the FE website.
However on my part, I am still enjoying the game to this day and have noticed a ton of fixes since the CB & OB with Fileplanet.
Keep up the good work FE, you have my support.
Finally a spokesperson for a game that can give an interview without stepping on his crank. Makes me want to find out more.
my short review
this has little to offer a veteran player,, the overall game is a bit striped down and unfinished
many of the pyhsics engines are outright missing like vehicles they are ground huggers and no ability o customize vehicles.
there is no grenade physics or shotgun physics this means grenades dont work like you would think a grenade is supose to work and a shotgun isnt a shotgun its actually a slow large bore rifle.
there are many quality control errors that were never addressed like there are 3 types for every ammo in the game
so you got a medium rifle you could have 3 different types of the exact same ammo taking up precious inventory space and if you have a pistol thats 3 more shotgun 3 more stupid.
factons have a great premice but its in name only factons are basicly all the same,, example your anti tech tree hugging vistas still ride the same bikes and buggys as everyone else most people go enforcer because guns are the primary combat mode and they are also centrally located oh yess crossbows become obsolete at skill 60 or about level 15 another very stupid move for an aftermath game
the PVP is very flat and simplistic basicly a gun and knife fight there are no mines or mortars or cantapults or flame cannons or anything that would make combat PVP interesting and vehicle weapons are pathetic at best.
the costume clothing system,, they have a wide asortment of costume clothing but they begin becoming obsolete as soon as you exit the spasn tutorial as they use a stat clothing system they also do not have ANY clothing toggles so by the time your in S2 or S3 your wearing whatever armor is required for your given level.
the world itself feels like your basic unreal world construct at star wars galaxy time frame the performance was still prety low 11-14 fps when i should have been getting 30-40
the higher you go in level the more stark and unfinished the zones
the water in gme is artifical and uninteractable so you can get stuck between the water and the edge of a ditch
the travel distances are horrible and very seriously effect many aspects of game play like grouping and even the auction (who wants to travel 20 minutes just to check the AH?)
there are some redeaming features
best day night cycle ive encountered as in true looking sky and stars
rifle scopes are great! a must have on a rifle
the crafting and the forragables,salvagables,mineables are TOP NOTCH while I have some small problems with the system it has a great foundation. need more player input than the precaned recipies.
my recomendation is revisit this game in 6mo or a year and see if they corrected these defects
thats a nice wish list mate, can't say I disagree with any of them apart from not wanting a /follow or needing a /drag oh and I like the travel times.
The shotgun I haven't got to yet and can't say I noticed the harvesting not having an interupt. I would add get rid of repair kit for armour and weps and restrict high lvl crafting per char. Other than that very nice list.
ya this guy is great! didnt he use to do PR for sadam? you know the guy,, the one that said iraqi forces had driven the americans into the sea as M1 tanks were basicly in the background driving into bagdad :P
I was a long time beta tester, and though I really wanted to like the game, I couldn't get over the targeting system. It sadly was a deal breaker for me. If I wanted to play a console game or FPS, I'd play those. MMORPGs are SUPPOSED to be different games.
Sadly, FE's twitch cross-hair combat just isn't for me (esp. in a game with PvP). The day they give me tab/locked targeting is the day I subscribe.
Good to see a realistic approach by a developer for a change instead of delusions of grandeur.
So knowing that you still decided to play the only game in the world (?) with twitch based combat that requires skill?
I know that you might suffer from some mental or physical handicap, so im not gonna make fun of that stuff, so im just gonna agree with you that if manual targeting is too hard for you for some reason, maybe you should go for any of the 50 000 wow clones out there right now with Hello Kitty style of combat instead?
My 92 (!!!) year old grandmother could handle Crysis btw on easy setting and had no really big problem aiming, only Strafing was a problem for her. Well, for the first 10 minutes atleast.
Its not that hard to aim with the mouse if you just dare to try it.
Good interview.
Personally I love the game, but I kinda wish the buzz would slow down. The new players are great, the legion of trolls on all the sites are just getting tiring now.
Funny thing so many of the bashing posts start with "I never played FE, but ..."
Its weird to me to bash a game you never played.
Altogether, I give them a solid B on launch quality.
They certainly gave it a best effort.
The interview actually worries me. There was nothing of substance - there were no concrete plans of content or additions. I am liking the game, but I am not seeing myself play it past a couple of months.
It just seems - bland now.
It's still the same old kill x, or find y and bring to me quests.
It is beginning to look more theme parkish rather thand sandbox the more I play.
going off other interviews and dev comments, they plan expansions every 3-4 months, each adding a new 15 level sector to the game. the final plan is supposedly 10 sectors total, each covering a 15 level range. max level cap is 150. rumor is the game will expand up to ruined Las Vegas. not unlike the upcoming Fallout 3 stand-alone expansion.
also read a comment a couple weeks back that sector 4 is nearly done, and they are busy working on sector 5. plus early work on sector 6. they have a smaller team so it will take a while to get all that done. but at least now you know they ARE working on new content and have it planned for a long time to come.
Dek, just an fyi, as far as "new stuff" or "added content", they started working on S4 months ago. Expect an expansion for S4 within a few months or sooner.
As far as the "same old, Same old" when it comes to missions, guess what, every game that will ever be made will have those. There simply arent other ways to make quests that can encompass all players without giving an advantage to a specific type of class.
If you can come up with quests that are different that dont offer advantages to certain classes or specs fell free to post them.
If you really think about it, there arent really any other ways to do quests.
Question: Do you HAVE to have horrifically stupid looking white-guy dreads in Fallen Earth?
Is the any other kind of "white guy" dreads that arent "horrifically stupid looking"?
that is very true its definatly not a polished combat system,, you have to enter combat mode and aim to hit targets but they have anoying things like localized grass that blocks your ability to hit low things like snakes and ants and they have oodles of combat moves and mutation powers ect but its exceedingly hard to actually use them in combat and there is VERY little to deal with multiple enemies like the shotgun is a single target weapon and is a very poor weapon even against dogs and zombies ect where you would think it would excell,, same for grenades there mechanics is so hard and alien they are effectivle unused this includes acids and poisons (there basicly a type of grenade too)
after following fallen earth for so long I can tell you I would be suprised if they got more than 1 new zone out per year and even then the zones feel generic Im not saying this game couldnt be totally awesome, but what I am saying is that it isnt right now it feels more like a developer student cut and paste project and the use of a virus instead of major nukes leaves the world feeling rather unremarkable most places you cant tell that its an aftermath universe except fot the occasional over sized creature or zombie.
well thats horse poo
they do these because they are easy, probably pre caned macros
go kill mob _______ and bring me ____________
there are many ways that they can create content they just choose not to and the dumb down console players just let thenm get away with it.
thats why they have been using the same AI brain for the last 15 years I call it the simplton AI but there are others like the AGENT AI they have been even testing AIs for trees and grass growing based on a priority system ,, are the conditions right,, is the population too large allready? is there enough food and water? ect. and even mother bears am i in danger, am I hungry, is my cub in danger, and so forth
have you ever heard of public works projects like building a bridge or wall or moat where many people participate at many levels?
ok how about symbiotic communities? where the player helps a village and as the village grows it has more to offer the player in return better buildings, better merchants, better defences,
how about overlaping competing spawns? What this means is that when you go through with your charactor your goal may be to beat back brigands but the next person through may have to deal with orcs or goblins this helps foster a NON- static universe while still keeping content for new players.
these are just a few possibilities.
that is very true its definatly not a polished combat system,, you have to enter combat mode and aim to hit targets but they have anoying things like localized grass that blocks your ability to hit low things like snakes and ants and they have oodles of combat moves and mutation powers ect but its exceedingly hard to actually use them in combat and there is VERY little to deal with multiple enemies like the shotgun is a single target weapon and is a very poor weapon even against dogs and zombies ect where you would think it would excell,, same for grenades there mechanics is so hard and alien they are effectivle unused this includes acids and poisons (there basicly a type of grenade too)
Not sure what your talking about I hunt in the tall grass in s2 all the time, grass never effected my shot except to hide enemies with low profiles like scorpians or snakes. Certainly never blocked any of my shots.
I use the shotgun as well and never had a problem putting a zombie down after unloading both barrells at its head. Now I miss or wing it in the shoulder or arm and it wont slow it down much, but thats my bad. I agree the shotgun should have a fan damage reduced by range and that there arent many tools to deal with multiple enemies.
I've been hit with both poison and acid grenades in pvp, it will and has put me down, unless I have a lot of resistance gear or meds.
after following fallen earth for so long I can tell you I would be suprised if they got more than 1 new zone out per year and even then the zones feel generic Im not saying this game couldnt be totally awesome, but what I am saying is that it isnt right now it feels more like a developer student cut and paste project and the use of a virus instead of major nukes leaves the world feeling rather unremarkable most places you cant tell that its an aftermath universe except fot the occasional over sized creature or zombie.
This post right here exposes you for the troll you are, your so full of crap through your posts in this thread it's not funny. Have you even read the story to The Fall? All you're doing here is blabbing your opinion with intent to troll. I very much doubt you even have an active sub and just played briefly in the open beta with a POS for a computer.
That are very good ideas however there is one drawback to more intelligent AI's and that is the computational requirements. You should think that with the computers we have today that shouldnt be a problem, but if you multiply with the amount of entities that lives on a server, both players, grass, orcs and so on, it becomes a significant problem and has been the reason why MMOs so far has not attempted this.
Another reason is that qualified AI programmers are not available, there just isnt many people who can figure out how to make a good AI, even though it seems simple, it is a complicated task in a 3D world. Yes simple things as if the sun is up, the grass grows, but developers think of AI as being a little more challenging and it is going to take some time before anyone improves on the "15 year" old stand-around-till-i-get-shot AI.
Not just picking on this feature, but I have wondered, how much of these features is actually written by the staff member of the MMO’s who puts their name to it? You can find more honesty in this one actually than most. But it still seems to have been poured over and edited by a PR team, either that of every member of staff on every MMO is a PR guru.
I think its truly admirable that they have stayed indie. Alot of devs would have, by now, sold out to EA or some larger company (cough, Mythic)... I work for an indie game company and its true that the filters the large publishers place can majorly interrupt your original vision of the game your making. That being said, I hope Icarus stays true to the indie realm and does not sell out to the corporate machine. I know they need money to keep the game going, but, from what they are doing (bug killing, patching almost daily etc.) I dont think they need the iron hand "help" of ANY large company, considering most of them only care about their overhead and how many CEOs have a Mercedes.
And he is spot on about fansites, blogs, etc. being a huge ad campaign for them. Keep up the good work fellaz.
I'm totally agree with you !!!
I didn't have any expectations when I bought this game but I must say I have been very pleased with it.
Yes it does have some kinks and problems but overall you really feel you are in a living gameworld that is HUGE where you don't have to quest but that being said there are like 5 - 8 times as many quests out there that you need to lvl up so generally you select one group of people to work for and then do those quests and don't bother with others.
Game simply is soo much larger and complete compared to most other released games these days that its amazing.
And I love that you actually have to use your brain to play the game and that you have the freedom to make stupid choices and then have to live with it. The game does not treat its customers like idiots that have to be spoon feed everything and I respect that.
I'll pick this game back up when they add vehicle physics/customisation/multi-manned vehicles.
As the proj mgr says its not looking to become anything major - slow and steady - however he also fails to mention all the stability issues.
Yeah sure its just released but ill list why i dislike the game.
Im an open sandbox game fanatic but this doesnt tick any boxes for me.
1. Performance - right now CTDS and 1FPS is the norm - if you go near any form of civilisation.
2. The melee First person combat - is clunky at best, sometimes you'll hit sometimes you'll miss and 50%, its a struggle to get the hang of it and definitely not ideal for pvp. Not that anyone PVP until high lvl.
3. Kill Stealing and other such stuff - its rife in here, spawn camping anything you can think of its at it peak ingame - reason for this is all the nodes that you may want have a big fat X waypoint over it and as everyones on one server you simply dont get a look in - then add the high lvlers who are farming low lvl nodes and selling them for profit - its horrible.
4. One server = its like buying a mini and then inviting half of london for a lift.
5. Crafting - you better like crafting - this is a crafting game with other bit like oh yeah pve/pvp attached onto it.
Slow burning - its like EVE - if your looking for fun and smiles from the get go - go look elsewhere. I am.
This post right here exposes you for the troll you are, your so full of crap through your posts in this thread it's not funny. Have you even read the story to The Fall? All you're doing here is blabbing your opinion with intent to troll. I very much doubt you even have an active sub and just played briefly in the open beta with a POS for a computer.
I agree.
This post right here exposes you for the troll you are, your so full of crap through your posts in this thread it's not funny. Have you even read the story to The Fall? All you're doing here is blabbing your opinion with intent to troll. I very much doubt you even have an active sub and just played briefly in the open beta with a POS for a computer.
I agree.
Agreed too. "Following" the game, and playing it in-depth (or any depth) are two different things. And its not a virus moron. Its a mutation. Can't tell its an aftermath universe? Are you smoking crack? The entire fucking world looks post-apoc. Unless you think broken telephone booths and abandoned dams were in abundance in the wild west....
after following fallen earth for so long I can tell you I would be suprised if they got more than 1 new zone out per year and even then the zones feel generic Im not saying this game couldnt be totally awesome, but what I am saying is that it isnt right now it feels more like a developer student cut and paste project and the use of a virus instead of major nukes leaves the world feeling rather unremarkable most places you cant tell that its an aftermath universe except fot the occasional over sized creature or zombie.
For the bit in yellow...... For someone who's been "following fallen earth for so long", I find it remarkable that you never bothered to read the storyline - or at least never learned the gist of it. I found it out within the first 5 minutes of going to the site to check the game out.
Fact of the matter is a virus *and* nukes played a role. It's mentioned right in the first paragraph. Here's the story for ya... direct from the Official Site... I highlighted the relevant part in orange for you.
"We know it started in Asia, somewhere in India or Pakistan. A bunch of locals came down with some sort of virus that killed just about everyone who came into contact with it. Unfortunately, during the early stages, the virus was highly contagious and the infection was all but undetectable, so it spread fast. The later stages of it caused some sort of muscle contractions that looked like dancing, which reminded someone of a multi-armed Hindu god, and so it got named the Shiva Virus. Despite all the technology and wealth available, people died by the thousands. Then the nukes started going off. Not sure who started it or how, but within a few days, a good chunk of Southern Asia was irradiated wasteland. A couple of invasions and some more nukes later, and the whole world pretty much got screwed.
The beginning of the Fall is somewhat up for debate, but 2055 is the most common year cited. By the time the virus actually reached North America in 2056, war had broken out on the east coast between the United States Government and the Federal Emergency Management Agency, (which was supported by the United States military). By most accounts, the Fall was over by 2062, around the time of the death of the last President of the United States. At that point, every human being was locked away in some sealed bunker, an immune carrier of the Shiva Virus, or dead. It’s estimated that less than one out of one-hundred people survived the Fall, and even that sounds generous.
Around here, we had some additional problems, seeing as how a few nukes had hit the region (not sure who sent them) and a lot of the old Rothium kegs that were being used by GlobalTech to generate power were busted. The way the Techs tell it, the kegs were supposed to use heavy water to provide power; when rainwater got in them, they just spewed radioactive nanites. Few folks have a clue what all that means, but it’s obvious that radiation is still common throughout the region, and it does a good job of keeping people from reaching the outside world. There’re all sorts of nasty critters and radioactive storms just outside the Province, and they’re a good way to get yourself dead. For now, we’re stuck in the Grand Canyon Province. It could be worse… somehow…"