Fallen Earth Interview
KeyWord: Fallen Earth, Interview Date: 05-15-2007
Summary: Fallen Earth Interview with Lee Hammock---Lead Game Designer.

 
Click here to visit Fallen Earth official site

MMOSITE.COM: Would you care to introduce your company? Where is the company located? How many people are working on this project and what are some of their previous credits?

LEE: Icarus Studios is located in Cary, North Carolina (right outside Raleigh) and currently has a staff of about fifty people, all of which are working on Fallen Earth.  The core staff of the company has been working in online games for years all the way back to first generation online games like Kingdom of Drakkar. 

MMOSITE.COM: For the players who are not familiar with your game, can you say something about the game?

LEE: Fallen Earth is a post apocalyptic massively multiplayer online game with a first person shooter style combat system.  The game has a strong emphasis on action, story, crafting, and PvP combat.  It uses a classless advancement system so players can develop their characters however they want. 

Fallen Earth is set in the Grand Canyon in the year 2156, one hundred years after the vast majority of humankind has been wiped out by the Shiva plague.  Six factions vie for control of the Grand Canyon, each with its own vision of how the world should be rebuilt.  The players are newcomers to this situation and must choose what part they will play in this world.   

 

MMOSITE.COM: Can you give us some description about the game world? The game seems requires high-performance PC. What kind of graphic will the game bring to us?

LEE: The game world is an 83 km by 83 km area of the Grand Canyon, giving us almost seven thousand square kilometers of territory.  We have numerous terrain types within this area, from forests to deserts.  We have a real day/night and seasonal cycle so players will have extremely immersive world to play in.  

The game world is divided up in sectors, each of which has 20-30 towns in it along with levels, encounter areas, and other points of interest.  Each town has its own storylines, which tie together between multiple towns, and between sectors.  Towns vary from old, beat up hovels that are little more than shacks built out of scrap metal to large fortified settlements. 

MMOSITE.COM: The game has been "silent" for over a year. Can you reveal to us what have you been busy with in the last year? Any big changes?

LEE: Basically we ve gone from primarily working one creating tools to creating content.  We re working full steam ahead on implementing missions, creating NPCs and items, setting up crafting information, etc.  Now that we have the structure for the world we re working on filling it in.  We ve also worked on perfecting some technologies for later down the road, such as vehicles. 


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