The announcement that Codemasters would be working with NetDevil on Jumpgate Evolution (JGE) caught many by surprise. Further news that those attending Connect'08 would get the first hands-on look at the game was exciting news though. Never before had anyone outside of NetDevil played the game.
I was only able to play one demo mission, but if what they have on show now is anything to go by, this game is going to be a beauty, graphics-wise. It is supposed to look beautiful even if you only have a good machine and even more amazing if you have a top end machine. The computers at the Omega Sektor (the event location) are of course top end machines so it was a treat to see JGE in all of its wonderful glory. It is good to know though that they are very specifically looking at making the game able to run on both lower and higher specification machines.
A combat system that can make it possible for someone like me, who is horrible at flight games, to enjoy space combat without massive frustration is a feat. The movement and shooting is smooth and easy to figure out, it even has a lock on guide that shows you where you need to aim. Movement is easy to figure out and feels like second nature once you do.
On Saturday, I had some time to chat with Scott Brown, President of NetDevil, and from the moment he began speaking, I knew he was a man who was full of passion for JGE.
Scott told me that they are taking some special pains to make sure JGE is done right. One of those things has been a lot of focus testing. The game is not yet in the beta testing phase, but they have already had several focus groups in to look at the game. They are then using the feedback from those groups to help shape the game even before the public got its first glance. Scott told me that these focus groups have been very helpful for them in the development of the game so far.
During the presentation at the beginning of the day, the guys spent some time talking about missions. This being a big part of the game for many, I had to know more and asked Scott to fill me in. First, it should be made clear that the quest system is still a work in progress. It should work closely though with a character's faction levels. So depending on what your faction standing is with a certain group, you may get different quests from them. An example is that if you have a high positive faction rating with a group they may come to you and ask you to save them or help them. On the opposite side of the coin though, if your faction rating isn't very good, you may only be offered a quest that just pays you money and treats you like a mercenary or pirate. Of course, there would be variations in between too, but you get the idea. This is potentially a very dynamic quest system. As Scott himself told me, it's still a work in progress so we'll have to see how it goes.
Another thing that caught my interest is something Scott called "soft grouping". Scott explained it basically as teaming without actually teaming. The idea is that the game will see players working in an area together and see that they are maybe working on the same quest. So if they co-operate on the tasks together, without actually being in a team, they can help each other. Of course the first thing that sprung to mind was how the experience would be allocated. If players work together like this, they will both get full experience for the kills and tasks for the quest. The reason for this "soft grouping" is to encourage players to work together and help each other. I can see great potential in this system and I hope that they can actually pull it off without too much of a problem. Again, this is also a work in progress, so we'll have to see how it goes.
The focus of the game will be on both PvE and PvP, with rewards for both. Scott said they don't want to force people into doing one or the other when they don't want to and are trying to strike a balance between the two. This is good news for those of both gaming styles for sure. Unlike many games, you will be able to gain experience for PvP also. So if you just want to focus on PvP play, you can fully advance your character in that way. Good news for those that aren't too fond of what is seen to be the grind of PvE.
NetDevil isn't remaking Jumpgate, the company’s original game. JGE is more of a continuation of the Jumpgate story, beginning at the end of the original Jumpgate storyline. For those that played Jumpgate, I'm sure they'll be happy to see it carry on and to explore a whole new story from where they left off. For those of us new to the Jumpgate world this will be a new adventure.
I will definitely be keeping a close eye on this game. It plays well and has some very innovative ideas on gameplay. It really could be the next best thing in the sci-fi genre of MMORPGs.
Donna.. there is some geekness lacking in your Hands On Review.. to short description. but overall, nice to hear you like it:)
This game promises so much and its awesome to see they are paying attention and want to offer a great game both for PVPers and PVErs.
And if the movement is nice and smooth as you say it is.. well cant wait for beta.
From videos/screens we've seen so far the game looks beautiful and Im sure it will be delightful to get into some fast paced space combat action.
It might be the first game that I will buy something extra to enjoy it.
Since I've read it will support joysticks or gamepads Im thinking of getting one.
One of the strongest parts of a good game is a skill system that allows the player to go in any direction. As opposed to class based systems.
If this game will allow skill based advancement and joystick control it should be a winner. (as long as the pvp is limited in some way) (my opinion only of course)
Looking good and that they also focus on good pve content sounds great.
joystick support seems good but a lot of people dont have it so a good support for mouse and keyboard is def needed.
Jumpgate does allow the player to go in any direction, but is neither class based nor uses the sort of skill-tree system many MMORPG players seem to expect from a non-class game. Think of it more like Wing Commander or Elite taken to an MMO scale. Outfit your ship the way you want, fly it on the tasks you want. The "skills" are what you bring with you and learn while playing.
My only concern was that the game will be too pvp-centric. Now they are actively balancing it for PvE and put in PvE content, i am very excited to try it out.
As an ex JGC player I was already looking forward to Jumpgate Evolution, but after see it at connect and talking to Scorch and some of codemaster guys, I'm really excited. The potential is certainly massive, and the enthusiasm from both netdevil and codemasters is great.
I can't wait to see more.
Here's to hoping they keep remembering the promises of no PvE carrots only existing in PvP space. I don't mind PvE carrots in PvP space, I just don't want that to be the *only* location for them.
It does sound good that they are taking the time to make an interesting new dynamic in regards to missions (soft grouping), and keeping both sides of the PvP - PvE fence happy. Here's to hoping they can pull it off in spite of some people's vigorous complaints about having PvE space.
From reading that article, it sounds like they still are a long way off to the final version release, but I am glad to see they are trying to get everything right.
Stop posting here! Crunch time! Hurry up and release!
hehe as a old elite and freelancer player im starting to dangerously hype this game
