Pirates of the Burning Sea Preview

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As
most of you know by now I was recently
a guest visitor at Flying Lab Software, developer of Pirates Of The
Burning Sea, located in Seattle, Washington. My three hour visit gave me
plenty of insight into both the game and the company itself. This article will
cover my sneak preview of what the company has been working on and content for
the future of their outstanding Pirate era based MMO.
When one thinks of Pirate games there are certainly a few that have set up
our expectations of a Pirate game, mainly Sid Meirer’s PIRATES!
and Pirates of the Caribbean. Both quality games at their time, but
you can take them both as genre primers when it comes to the big dog –
Pirates Of The Burning Sea (POTBS). In a word, this ain’t
your daddy’s Pirates. Before I get into the depth of the game I need to
introduce three company members that graciously answered all of my questions
about the game and took me through a wonderful afternoon at their company:
Russell "Rusty" Williams – Executive
Producer
Troy Hewitt – Community Envoy
John Scott Tynes – Producer – Pirates Of The Burning Sea
Throughout this preview I will make reference to comments made by these three
as I address some of the questions we had for them. Not only did they answer
my questions and engage in great in depth conversations, but they also shared
with me some “secret” stuff that I am sworn to keep to myself as
they showed the ambitious nature of their design and production direction.
When
you start up POTBS you are of course, as expected, creating an avatar
of yourself. This is who you will be in the world as with all MMO type games.
There were many questions relating to how much detail and difference you could
put into this creation and I saw first hand that it is quite a lot. If I were
to compare it to any game on the market today I think that City Of Heroes
comes to mind as to the variety of control you have at this creation, only more
so. COH raised the bar in avatar creation and POTBS takes
it upon itself to raise it again, pretty much guaranteeing that you WON’T
run into a twin in the game looking like you.
I asked Rusty about the real pirate items like hooks, peg legs, and shoulder
mounted parrots with no toiletry manners. “We’ve decided to
make those rewards for some difficult missions rather than just give them away
in the beginning. The idea was to make them more like badges of respect –
if you see a pirate with a peg leg you will know that he’s one bad ass
that has completed a particularly difficult mission and is no one to mess with.”
Indeed, that seems to be a sense of realism to me! While Troy whisked through
the different possibilities and worked the colored pallets for each item down
to the earrings and such, it was clear that there were perhaps a million or
so combinations that would be hard to replicate, thus staring face to face with
a replica twin of yourself within the game seems highly improbable – if
not impossible. Enough with the Avatar, it’s time to set sail!
While Rusty and I continue our sidebar conversations Troy takes our avatar
through a walk through the town. Splendidly modeled and quite what one would
expect from towns of the era, we walk about and interact with a few NPCs. Out
in town there’s some rum soakers doing their thing and some plain townsfolk
about. We interact with a quest giving old salt who wants us to go “obtain”
some teeth from other mobs somewhere else in the game, you know, a FEDEX type
of run as they call them in MMO lingo. Here’s a good example of the humor
FLS has put into the game, our quest line to get this old sot some teeth? “A
Killer Smile”. Very well then, we’re scurrying down the pier to
where we enter our ship.
Finally,
we’re afloat! Here’s where I get the view of the ship which is a
3rd person view that is zoom-able and positional. You can see your avatar at
the helm, if you will, and your crew manning the guns and other stations. They
seem to be scurrying about when Troy does a few keystrokes and the whole crew
starts to dance like The Village People. Luckily, I didn’t have to endure
any ripped version of Y.M.C.A. or something during this impressive display.
The ship itself is well modeled and being a Navy veteran I could appreciate
the realistic rock and roll of the ship as it moved through the waters. Luckily
you can elect to make the sails visible (which blocks a lot of your view of
anything else) or not, so you can see what else is going about on deck and on
the horizon.
Our current task takes us out to some destination to some island, and here
is where I get to see the condensation of the world map. The different islands
appear all visible on the horizon to help give you bearing to them, though they
aren’t as close as they appear, you’ve got some traveling to do.
We run across other ships moving about and then we see a smoky cloud over two
ships, turns out they are engaged in battle with each other. The ships battling
are instanced into their own little world of war so no one else can randomly
come by and ruin the fun. Still, it adds to the sense of the world seeing several
of these point skirmishes taking place. Plenty of targets of opportunity abound
but it appears our particular ride isn’t able to overcome the headwinds
and get us into position to start our own battle. It is at this point that Rusty
and Troy decide to hook me up with one of the production crew, so we head back
to Rusty’s office.
After some conversation amongst the company members it appears that I get the
ultimate show, the POTBS Producer John Scott Tynes comes into Rusty’s
office and gets ready to give me the big show. Oh yeah, baby. While the FLS
discuss things like builds, servers, the BETA and such, they finally decide
to go with something John has worked up. Immediately he’s whipped out
the big dog in the game, something with like 150 guns or so and gets ready to
engage into battle. We’re sailing to get into position for a battle and
John is filling the room with interesting game information faster than I can
make mental notes to capture it all. All of a sudden there’s a huge boom
as John fires a full broadside, and we find out that Rusty was listening to
something on his speakers loudly. A mistake, I doubt it. The full rich sound
that came out was quiet impressive and apparently accurate for the weaponry.
So much so, I was almost saddened that John turned it down a bit, that is, until
he started talking again and I was glad to hear every word.
During
the gun battle it was clear that there was a constant positioning attitude given
the winds and the enemy movement, clearly the AI was attempting to take their
smaller faster craft into a position versus John’s slower behemoth of
a ship. Still, when the full broadside went out you could see the massive damage
on the enemy ship. John explained the indicators of the game which are radials
in each upper corner so that you know what damage you are doing as well as taking.
The first enemy goes down and John swings that direction and collects the “loot”
from the corpse that had been the opposition, now mere wreckage strewn about
the sea. John and Rusty discuss some of the differences in the shot and how
each ship comes with the standard shot and can be upgraded to different mixes
that go for personnel or sails/rigging directly. One interesting fact was how
the facing worked for defense as well, with each ship being much like modern
war tank in that the sterns on all ships are their Achilles. The sides being
heavily armored can take a greater pounding.
Rusty elaborates on concept “Most of the other games out there if
you’re a level 15 versus a level 60 you’ve really not much of a
chance, if any at all, to be victorious. We decided that scenario in our game
could be different if the 15 was a very skilled sailor capable of using speed
and movement to stay behind the 60 in a much larger and cumbersome ship thus
doing damage to the vulnerable stern. While it’s not likely he would be
victorious, there does exist the possibility in POTBS.” Meanwhile,
John continues to kick butt and take names with his huge vessel, showing me
all the nuances of programming and artwork that have melded into a pretty realistic
depiction.
“We’ve been working this new area we hope to incorporate, kind
of a large instance where several hundreds of people could be in at once, only
with a theme to it.” John says. He loads up this under construction
area that you enter that has an Aztec/Inca kind of motif which is much different
that what I’d seen so far, with enemy ships, shore based forts to block
access and several passages to maneuver through. “While most battles
are smaller instances with but a few ships, we’re designing these kinds
of areas for larger amounts of players to interact, team up, and PVP as well.”
John elaborates. I get the impression that John’s mind never sleeps even
if his body does. His vision of what they want to accomplish is pretty impressive
and he convinces me unknowingly that there is no doubt it will happen.
When
discussing the avatar combat there definitely seems to be several schools of
thought going on. Rusty describes the issue: “When someone thinks
of the avatar battle in the original PIRATES! game it comes across as arcade
like. We want ours to be more fluid, much like the old Errol Flynn movies and
such. The animations have to be fluid and we want to take into consideration
heavily the positioning of the players during these battles. Strikes from behind
should be more damaging than those you can block, facing becomes like a dance
of death, fast and furious but with skill.” There was some discussion
that a variety of swords and pistols would be, should be available though that
was in design at the time.
I’d come to find out about the game and the company and was extremely
impressed with both. There’s no doubt that many of you readers out there
should start asking now for birthday and Christmas gifts of good video cards,
you’re going to need them. Like Rusty said “Even if you have
a good video card with 250mb of ram, we’re going to take every bit your
card has and put it to use!”

Before my trip I had asked readers and staff for some specific questions, here
are some of those answers both given and observed.
(GOG) What about server stability?
(Rusty) We will have a server setup that we have absolute control over
so that we can maintain the bandwidth and quality assurance. We’ve seen
the problems that and have had and we want to
ensure we don’t have those same issues.
(GOG)
What about the STEAM download versus storefront marketing?
(Rusty) Well, we love the idea of how the STEAM venue works well for games,
the cost savings to the developers is tremendous in the right situation. I have
a great relationship there, but we’ve decided to go the publisher route
instead.
(GOG) So we’ll see POTBS on the shelves at the software
store/marts?
(Rusty) Oh yeah, you’ll see POTBS all over the place, you can be
sure of that.
(GOG) What’s your expected target player population?
(Rusty) You mean numbers of players?
(Rusty and Troy) We don’t expect the numbers that some of the
other large companies have, though we’d love to! We’re being somewhat
realistic at looking for about 100k-200k of a population.
(GOG) Seems like you have a lot on your website
(Rusty and Troy) Oh yeah, we have a large number in forum membership that
seems quite interested in the game. That gives us plenty of optimism to reach
those numbers.
(GOG)
What about being true to the genre and period, any Aliens down line?
(Rusty) Hah, no. However, there are many other elements that went on during
that period that could become part of future expansions. We’ve had a lot
of call for certain “elements” of the game that we are looking into.
(Rusty swore me to secrecy and made sign a stack of disclosure
papers but I can safely say that the future content will add to the game and
fit in with the concept without distracting from it. Some very cool ideas actually…uh
oh…shhh!)
(GOG) What about realistic classic tactics of the day, say ships of
the line formations, etc...
(Rusty) Well yes and no since it depends. The line formation was okay I
guess until you had to turn and such. Vessel facing will definitely matter and
the vulnerabilities are pretty much realistic. Back then they would have large
formations with smaller sloops and such to do buzz attacks during battles, so
that kind of tactic will work very well in our environment.
(GOG) What does POTBS and FLS hope to do to set a new standard
in the MMO genre?
(Rusty and Troy) Probably the way we use feedback, yeah feedback. We meet
every Friday to go over the week’s comments from the BETA users and address
pretty much all of them. Those that are valid contributions or needed fixes
we adopt a plan to fix them.
(Rusty) I was talking with one of our Asian contacts about POTBS and he
was excited because of the way we had handled his feedback in Rails Over America,
our earlier game. FLS has established itself as being responsible to and for
our customers. We think we handle this much more closely than most of the rest
of the industry. We hope to be personable and friendly, not a sterile feedback
loop.
(GOG) So what’s your next hot project?
(Rusty and Troy) We don’t really have one; we’ve put most of
our assets into POTBS.
In
closing, I would say that Russell Williams (Rusty) pretty much sums up the whole
experience I had with the game showing: “We’re highly ambitious,
almost to a fault.”
For gamers, how can we lose with a mantra like that?
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Michael
"=][=
Maximus" Kerr - October 2006
-Grumpy Old Gamer |