Crowfall is incoming sandbox PvP MMORPG with (as I type this) 150 000 registered accounts and over $10M of budget, not bad for a game kickstarted in March 2015. Described by developers as “Game of Thrones meets EVE online”, it will consist of lots of unique, procedurally generated worlds - including the ones made by players - with modular building & destruction and massive battles over resources and territory control.
It will be buy to play, soft launch is set to “the end of summer 2017” (with open beta = free tests happening sometime before that!?) and best quick intro is IMO [it’s IGN Wiki
http://static.mediatropes.info/pmwiki/pub/external_link.gif](http://www.ign.com/wikis/crowfall). Graphics are low poly / cartoony in order to enable battles with hundreds of players, physics, collision detection and voxel destruction. Here is (alpha tests) preview by TheLazyPeon:
…followed with some recent combat footage and an intro/tutorial to each of eight classes available so far.
Crucial thing is - Crowfall universe is made of two types of worlds: persistent worlds (player-built Eternal Kingdoms, with PvP off - unless it’s player-monarch decides otherwise) and others that will last “between one and three months”, called Campaigns - continent-sized servers with thousand(s?) of players, guilds, building & destroying fortresses, sieges and skirmishes etc.
Think of it as of, say, Rome (the city, the central state) and it’s distant provinces and frontiers, from which the resources and wealth are coming through pillage and conquering. Rome is persistent while frontiers/battlegrounds are moving or disappearing, BUT you want to go there for gold and materials…or because you are bored in your lovely palace. Also, Campaigns will have rules varying from classical guild vs guild or three realms (say, DAoC or ESO) all the way “down” to free for all (friendly fire) + full corpse loot.
As (ingame) seasons go by, Campaign worlds are slowly devoured by thing called The Hunger: the end of winter marks the end of the world and death of all in it (thou character progression is 100% preserved, together with gear, loot & resources - percentage or amount saved depending on one’s success in war and pillage).
Change of seasons will be clear both visually and in many other ways - over time, resources are getting more scarce, players need more warmth and monsters are growing more dangerous. I made a post on Worlize with lots of images and details about that. For even more Crowfall artwork, you can check this Imgur album with hundreds of images and screenshots (all credits to Handies of Crowfall forums).
The most interestng part is - player’s identity is tied to the crow-spirit and NOT the body (info from Big New Year’s Reveal) - this should include frequent changes of class, race and sex!? In other words, once you die you’ll have to fly and find a new corpse, unless you got alive friends and/or spare one nearby.
This, same as Crowfall’s horizontal progression system, resembles Eve: spirit/body parallels pilot/ship, and bodies can be crafted (or even stolen/looted in some cases) through necromancy crafting skill - in qualities from white/green to epic or legendary, to use WoW terms. Here’s little story about death:
To tell a tale of that comic: at first (pages 4,5) a knightchooses to serve Malekai, the Lord of Shadows, one of 13 gods. God grants him eternal life and other specific benefits, but the knight is obliged to fight and pillage in Malekai’s name - this might include building and maintaining god’s statues and tempes (which also cost gold and resources for taxes and maintenance).
After that (pages 1,2,3), on the 47th day of the War of the False Kings, the knight dies and the crow-spirit leaves to fly and find another body (pages 6,7). On the graveyard nearby, the crow finds the corpse of fallen champion, possesses it and walks away to fight for Malekai again.
…and they all lived happily ever after
Hmm…what else? I’m likely forgetting a lot. Anyway, I’ll be checking this for questions and comments.
PS A couple of useful links:
Official site and Kickstarter video with devs explaining basic ideas and setting of the game;
FAQ, Classes and Gods;
Early pass of the world building tool that will be used by both devs and players, to create their worlds (just skip that AWFUL acting in the beginning!);
- Then, quick & cheap setting of distant servers, using cloud tech (Austin to Sydney, thou any PvPer from “distant” places will find this VERY interesting; EDIT: this doesn’t mean that Australian servers are confirmed yet - as I learned meantime);
Short list of Crowfall potential weak points and/or typical bad things people say about the game;
- If you want even more bad things, good place to visit are MMORPG.com’s Crowfall forums, and just by the way Massively also covers it rather frequently;
How can you make Crowfall for less than $10m, and where is that money coming from? by it’s technical director, Gordon Walton (by the way, this was made in April 2015 when they had only ~$4M of budget);
Crafting demo video by T. Blair (design lead) and his crafting interview with MMO Central;
- Speaking of crafting, couple videos: Introducing Raph Koster and Raph Koster on Crowfall Social Gameplay.