Post by Morreion on Mar 5, 2010 8:37:22 GMT -5
Black Prophecy official site
Next-generation graphics
Black Prophecy uses the latest in graphics technology to produce breathtaking visuals.
Fast-paced action combat
Black Prophecy is more action-oriented than a traditional space simulation. We are trying to avoid long travel times or other activities where the player isn't really doing anything.
Exciting Player vs. Player combat
Black Prophecy allows players to organize big PvP battles and also offers varied PvP missions.
Captivating Story
Black Prophecy's universe, story and background has been created by the award-winning Sci-Fi author Michael Marrak.
Modular ship design
Player ships are not sold as whole, but instead consist of modules like cockpits, wings, engines etc. All these modules are available in different shapes and sizes, which allows the players to customize their ships.
Item modification system
In addition to the modular ship design, players can also further customize their ships by adding modifications to their ship's modules and weapons.
Modular clan station system
Player clans can build clan stations that are expandable through a module system. Different modules add different functionalities to the station.
Resource system
Clans can fight each other to conquer resource stations.
Award and medal system
Similar to an achievement system, players can earn medals and awards for performing specific tasks.
Tactics system
Players can learn and execute breakneck flight maneuvers.
Black Prophecy uses the latest in graphics technology to produce breathtaking visuals.
Fast-paced action combat
Black Prophecy is more action-oriented than a traditional space simulation. We are trying to avoid long travel times or other activities where the player isn't really doing anything.
Exciting Player vs. Player combat
Black Prophecy allows players to organize big PvP battles and also offers varied PvP missions.
Captivating Story
Black Prophecy's universe, story and background has been created by the award-winning Sci-Fi author Michael Marrak.
Modular ship design
Player ships are not sold as whole, but instead consist of modules like cockpits, wings, engines etc. All these modules are available in different shapes and sizes, which allows the players to customize their ships.
Item modification system
In addition to the modular ship design, players can also further customize their ships by adding modifications to their ship's modules and weapons.
Modular clan station system
Player clans can build clan stations that are expandable through a module system. Different modules add different functionalities to the station.
Resource system
Clans can fight each other to conquer resource stations.
Award and medal system
Similar to an achievement system, players can earn medals and awards for performing specific tasks.
Tactics system
Players can learn and execute breakneck flight maneuvers.
Black Prophecy gets publisher, decides on pricing (Massively)
The good news is that not only has Reakktor teamed up with Gamigo to distribute Black Prophecy globally, but also that the game is being released as a free-to-play title. That's right, all the luscious graphics, space combat, and more will be available for just the cost of some time and a download! (Of course, let's be honest -- we'll probably spend a small fortune making our ships look cool.)
Massively's Black Prophecy Q&A: Mission Systems
Massively: Can you tell me about Reakktor's approach towards the design of the Black Prophecy mission system?
Lorenz: From the beginning, the mission system for Black Prophecy was directly tied into the general gameplay design. We all are very much influenced by the early and mid '90s space action games like Wing Commander, Privateer or X-Wing and Tie-Fighter. While we also like the simulation aspects that can be found in a lot of space games, our design approach was to focus on the action aspect found in these games. Stuff like crazy dogfights, bursting lasers, maneuvering through asteroid fields with the enemy on your trail. Another thing which was clear from the start was that Black Prophecy was going to be an MMO. So our design approach is and was to really give the player an action feel in addition to the MMO experience. This means fast paced, FPS-like encounters with real collision and a physics system, coupled with the multiplayer feel of a persistent world.
So with our missions, we did not want to just give the player the classic delivery, collect and kill missions found in MMOs. With Black Prophecy we want to be able to tell stories with unpredictable events and streamlined dramatics. We want to give the player the feeling of not just completing tasks on a list, but to really be involved in what is going on in the mission. This includes new objectives given throughout the mission, mission objectives changing because of unexpected events or just simple things like radio chatter depending on what's going on around you.
What types of missions will be available in Black Prophecy?
There are three main mission types; the majority of the missions would be what we call "dynamic missions". These are offered to players through terminals in stations and they have further subtypes like PvE, PvP, or special missions like clan resource missions. Then there are story missions. These share characteristics with missions you would typically find in single player games, with cut scenes and big events that drive the story of the Black Prophecy universe. Finally, there are the so-called "Jobs". These are given by NPCs all throughout the game world. Some reside directly at known stations, some need to be discovered first.
Lorenz: From the beginning, the mission system for Black Prophecy was directly tied into the general gameplay design. We all are very much influenced by the early and mid '90s space action games like Wing Commander, Privateer or X-Wing and Tie-Fighter. While we also like the simulation aspects that can be found in a lot of space games, our design approach was to focus on the action aspect found in these games. Stuff like crazy dogfights, bursting lasers, maneuvering through asteroid fields with the enemy on your trail. Another thing which was clear from the start was that Black Prophecy was going to be an MMO. So our design approach is and was to really give the player an action feel in addition to the MMO experience. This means fast paced, FPS-like encounters with real collision and a physics system, coupled with the multiplayer feel of a persistent world.
So with our missions, we did not want to just give the player the classic delivery, collect and kill missions found in MMOs. With Black Prophecy we want to be able to tell stories with unpredictable events and streamlined dramatics. We want to give the player the feeling of not just completing tasks on a list, but to really be involved in what is going on in the mission. This includes new objectives given throughout the mission, mission objectives changing because of unexpected events or just simple things like radio chatter depending on what's going on around you.
What types of missions will be available in Black Prophecy?
There are three main mission types; the majority of the missions would be what we call "dynamic missions". These are offered to players through terminals in stations and they have further subtypes like PvE, PvP, or special missions like clan resource missions. Then there are story missions. These share characteristics with missions you would typically find in single player games, with cut scenes and big events that drive the story of the Black Prophecy universe. Finally, there are the so-called "Jobs". These are given by NPCs all throughout the game world. Some reside directly at known stations, some need to be discovered first.
Massively's Black Prophecy Q&A: Character Creation
From a visual standpoint, can you tell me a bit about how Reakktor approached the look of Black Prophecy's characters?
In contrast to other MMOs, the player character in Black Prophecy is not represented by a 3D avatar, but by the player ship itself. Even though a fully detailed 3D avatar is available, it rather takes the back seat. Nevertheless we put very much emphasis on a high quality visual presentation and pay much attention to create a realistic look that appears credible to the player. Through this we want to achieve that the 3D avatar is recognized as an inherent part of the game world and not just as a nice gimmick. We also stepped back from utilizing overdrawn or totally wacky, stylistic devices. The human appearance in all its facets was the foundation for all further design considerations.
In contrast to other MMOs, the player character in Black Prophecy is not represented by a 3D avatar, but by the player ship itself. Even though a fully detailed 3D avatar is available, it rather takes the back seat. Nevertheless we put very much emphasis on a high quality visual presentation and pay much attention to create a realistic look that appears credible to the player. Through this we want to achieve that the 3D avatar is recognized as an inherent part of the game world and not just as a nice gimmick. We also stepped back from utilizing overdrawn or totally wacky, stylistic devices. The human appearance in all its facets was the foundation for all further design considerations.