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Fallen Earth | Official Site
MMORPG | Genre:Sci-Fi | Status:Final  (rel 09/22/09)  | Pub:GamersFirst
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Hybrid | Monthly Fee:n/a
System Req: PC | ESRB:MOut of date info? Let us know!

Fallen Earth Interviews: Colin Dwan, Project Manager

By Garrett Fuller on November 30, 2009

Colin Dwan is the Project Manager for Fallen Earth. The game launched on September 22nd, and today we circle back to get a full state of affairs from Colin as the game enters its third month of operation.

MMORPG.com:

Fallen Earth is going into 2010 on a strong run, what can we expect from the game in the coming months?

Colin Dwan:

Players can expect to see a lot in store for Fallen Earth in 2010. We’re always thinking of ways to expand and improve upon the game and there are several areas of focus for the new year, such as PvP and higher level content. Who knows, maybe we’ll open up some new territory…

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MMORPG.com:

Are there plans to add new skills to the game, will players be able to specialize in new areas?

Colin Dwan:

Players will find the addition of a new tradeskill in the upcoming social patch, set for release in mid-December. As we add in new content, we will expand the current tradeskills to unlock new sets of items, weapons, and armor as players rediscover lost technology and societies.

MMORPG.com:

The game has shown the success of the skill based system over the class based system. Can you talk about why this system does well?

Colin Dwan:

The skill based system plays into the scavenged or pieced together feel of the apocalypse. Players aren’t restricted to pre-defined roles, they can tell their own story as they pick up whatever skills they need to survive the wastes.

MMORPG.com:

Crafting remains a major feature in Fallen Earth, what is on the horizon for crafters?

Colin Dwan:

The construction tradeskill released in our next patch will give crafters a whole new realm to master. They will be able to craft top end modules that will be highly sought after. These structures will provide a great base camp for grouping, hunting, and PvP by providing remote access to many of the amenities players can find in towns.


Screenshot

MMORPG.com:

How has player balance been in regards to factions? There are many factions to choose from, do you see a swing one way or another?

Colin Dwan:

There is obviously an initial draw to the Enforcers and the Techs as players can feel safe behind the familiar combat approaches. However, at the same time players are definitely discovering the benefits to the other factions. So far the faction wheel is playing out very close to what we expected as the players find and take advantage of each unique set of strengths.

MMORPG.com:

The genre of post-apocalypse is very popular right now. Can you talk about how this will help Fallen Earth in the future?

Colin Dwan:

We think it’s great how much attention the post-apocalypse is getting. There is a very unique set of emotions that the genre inspires and as more people latch on, they will be drawn to experience that for themselves. The apocalypse forces players to strike a unique balance between individuality or community, boldness or fear of the environment, which makes for a truly deep experience.

MMORPG.com:

How has the PvP been working out in the game since launch?

Colin Dwan:

The PvP has found its groove and provided an exciting environment for faction and clan warfare. The conflict towns have given a real concrete reason for players to engage in PvP with more than just a fleeting reward. Conquering and upgrading these towns is a task that requires teamwork and determination. At the same time we recognize the player’s attraction to different aspects of PvP and are taking those into consideration as we work on patches next year.

MMORPG.com:

Is there a trend with Fallen Earth that you have found among players that you did not expect to see?

Colin Dwan:

The players’ flow through early content significantly changed from Beta to the Live environment. As we prepared for server load and general player progress, we were surprised to see how players changed their goals. We’ve noticed much more interaction between players at a wider range of levels than we had originally anticipated.

As a game developer, you just have to determine the areas you have to stay rigid on and what you can be flexible with the community on. We feel confident that the game has flexed well with the players and is providing them a great place to play.

For more on Fallen Earth, check out their website.

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