Fractured Online is an upcoming MMORPG featuring dynamic player-led city building.
"Lofty Ambitions" - The Fractured Online Interview
From its dark and twisted slow-released trailers to its dynamic gameplay, there is a lot to get excited about for the upcoming MMORPG from Gamigo and Dynamight Studios. Earlier plans for the game involved being able to control the elements such as redirect raging rivers to destroy foes. Those additions have now been delayed until post-launch, but the game has a lot to offer including a cooperative city-building and management element that we already know we're going to lose hours in.
In our Fractured interview, we sat down with Jacopo Gallelli, Co-Founder and CEO of Dynamight Studios to get the behind-the-scenes scoop.
Everything you equip is crafted and created by other players who gather or purchase the resources.
MMO games are experiencing something of a renaissance, how will Fractured set itself apart in an increasingly competitive field?
There are a lot of unique points about Fractured Online, for example cities and city management, planets and playstyles, trading, and a player-driven economy, to name a few. We're confident that Fractured Online is unique enough among its competitors.
Fractured is being marketed as "the dynamic MMO" - just what makes it so dynamic?
Fractured Online is, for example, dynamic due to its player driven economy. Everything you equip is crafted and created by other players who gather or purchase the resources. What is available in the game is dependent on the actions of the players! It's also dynamic due to the in-game political landscape. Players form groups and pick cities to colonize, ally with, or even attack.
Interactive environments were a key feature of Fractured, will we still be seeing them at launch?
This is by far our loftiest goal. Originally, we had this concept planned for our launch. To be honest, we are still in love with the idea, but due to our technical limitations, this has been shifted to post-release in our roadmap.
We appreciate the interest in this feature but it's too early to talk about that at the moment, but we have ambitious goals for adding content to Fractured Online at a later point.
Players in Fractured will be able to join together to create their own city. Could you give some additional examples of how the MMO will be influenced by the actions of players?
Cities, criminal law, bounty hunting, player-driven economy (resources, banks, merchants, trading, etc.) are several examples of systems that are directly influenced by the players. There is a really strong social element in Fractured Online.
How will playing as a Human, Beastman or Demon affect players' experience?
Each race has a unique culture and a different playstyle: Choosing a race does not only result in a different appearance, but it will lead to a different playstyle.
What have been the advantages (and challenges) of building Fractured's backend on SpatialOS?
SpatialOS is the only product on the marketplace that can allow an open world isometric MMORPG with that many players on the same map. This was a key feature that Fractured Online needed. Improbable has always been supportive throughout our development of the game. The only disadvantage was that the platform was still in Alpha when we first started using it. A lot of work was required to update in sync with SpatialOS but we're still happy with our choice and look forward to working with Improbable more.
What have been the most fun elements of developing the game so far?
Answering all the questions of course! Seriously though, making a game we enjoy and want to play ourselves, alongside a great publisher and an awesome community has been the best reward!
Which games inspired Fractured's creation?
If we were to pick the top 3 influences it would be: Ultima Online, Star Wars Galaxies, and Shadowbane.
All excellent choices! Thank you for your time.
If you are interested in finding out more about Fractured, browse our site, or visit the official Fractured website where they post regular updates. Their most recent post was a feature focus on PvP and competitive gameplay and how it creatively fits into their good-evil-neutral alignment system.
Previous feature focuses that are also worth a read if you're looking to build up a clearer picture of the game include a breakdown of the City-Building gameplay and one of the Knowledge System which has similarities to Pantheon: Rise of the Fallen.
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