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Project Entropia Preview

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Project Entropia Preview
By Xander

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Slotted for release in summer of 2001 is the science-fiction roleplaying adventure Project Entropia. Developed by the Swedish-based MindArk, Project Entropia takes players to the frontier world of Calypso. There, gamers face both hideously deformed mutants and a mysterious robot threat while trying to survive the daily rigors of life in an unknown, unexplored world.

But what sets Project Entropia apart from the other games in development is the unique way it blends real-life and virtual economics. This may very well be the first game that a player can actually make a career out of playing. Says Patric Sundström, Marketing Manager over at MindArk, "It wouldn't surprise us if we have the first real-money dollar millionaire within a year of the release of Project Entropia."

The Story

In the future, mankind designed robots to explore space and prepare worlds for man's colonization. Known as the Odysseus Probes, these gigantic interstellar vessels sailed around the galaxy, searching for viable worlds and preparing them. One such world was Calypso, a remote world on the fringes of known space.

Thus began the Exodus Project, the first efforts of colonization of this world. A group of brave men and women traveled to Calypso, where they found several cities created by the robots for man to live in. Further colonization efforts began in earnest, as the humans began to take control of the world from the robots of the Odysseus Probe. But somewhere along the way, something went horribly wrong. The robots began to resist mankind's efforts to wrest control away from them. And a war began that only ended when both sides were nearly wiped out.

A new generation of settlers arrived to finish off the robotic threat, but there they also found horribly mutated humans who resented the all-too-late intrusion of these new colonists. Soon too, new robots began to appear from the unexplored regions of space. Robots that had their origin from the Odysseus Probe, but had been mysteriously altered and designed for the sole purpose of war.

Such is the background of Project Entropia, where you play as one of the new generation of settlers. Whether you wish to assist the inhabitants of New Calypso in ridding the world of the mutants, or whether you wish to combat the robotic threat, or whether you just wish to stay within a city and open up a business, the choice is entirely yours.

Give Them Some Credit(s)

Money is what sets Project Entropia apart from all of the other games in development. Playing the game will be completely free. There will be no monthly subscription cost. Nor will the gaming client cost anything. Players can opt to download it from the web. What's more, players will have the opportunity to make money while playing the game.

Whether you like it or not, Ebay has had its effect on the gaming industry. Some games choose to support this, such as Ultima Online, which allows for players to switch accounts among themselves. Other games attempt to outright forbid it, such as EverQuest. Project Entropia attempts a unique tactic by replacing Ebay.

Players will have the opportunity to, through MindArk, exchange real dollars for game credits. A small transaction fee will be placed, one of the ways in which the company plans on making a profit from the game. They can then use these game credits to either purchase more advanced weapons, stake a claim and build a house, or even set up their own business.

Should a player later decide he doesn't want that weapon, or that house, he can turn around and sell it for game credits, which he can then exchange back for real money (either transferred to your bank account or issued as a check). A secure transfer system will prevent players from swindling each other over credits (the agreed price is automatically transferred to your game account when the weapon item is given).

Furthermore, credits will be given to players for completing quests, and can be found in the game itself, allowing gamers to turn a tidy profit. However, given as how Sundström states it will be difficult to advance through strictly in-game means ("You can either work hard for a long time and save up the creds that you need…"), at the beginning at least, most gamers will probably need to invest a certain amount of real money in order to advance. As to how much money one would invest over time, it simply depends on the gamer's playstyle, though Sundstrom says, "if we can get every player to spend an average of 1US$ a day it would be good." He goes on to stress that this money, however, does not just go into MindArk's pocket…most of it goes directly into the Project Entropia economy, thus providing more opportunities for you to make a profit.

With real money at stake, it's a given that players will be concerned over the safety of their "investments". MindArk has instituted several protective measures. First of all, every single item, including credits, has its own unique identity number. Not only does this protect against duping measures, but it allows for the company to trace suspicious items. So even if an item is stolen, MindArk can easily see who it went to and take appropriate steps. In fact, MindArk has devoted an entire server towards regulating the economy and protecting the player's credits.

While this system, along with several firewalls, does offer plenty of protection, I am curious to see exactly how much responsibility MindArk will be taking for our game credits (which will obviously have a real world value). If they are lost through some bug, exploit, or criminal measure, will MindArk replace them? We may see some interesting litigation cases appearing (complicated by international laws…MindArk is based in Sweden) when this game is finally released.

Ultima-Online made gaming history by being the first game to have a player's character sold for real dollars. Project Entropia, by taking this a step further, may make gaming history in its own way. With real money involved, we may one day see two players suing one another over something related to the game.

Game Play

Based on screenshots of the game, Project Entropia looks to be 3D from a 3rd person perspective. Though nice to look at, the graphics nevertheless look somewhat blocky. However, the animation is quite smooth. It is unknown what form the interface will take at this time, as the internal beta is just beginning, during which time the design team will evaluate the interface and make appropriate changes.

To provide support in game, MindArk will be employing 120 full-time GMs, designed to both assist players, create quests, and further the game's storyline (a full initial story arc has already been mapped out).

There are no classes in Project Entropia. Everyone starts off on the same level. However, through gameplay, players can developer "skills" and thus diversify themselves from one another. As in Ultima Online, skills grow based on use (as opposed to an experience points model). Skill use will also increase a player's stats, which consist of Strength, Stamina, Psyche, Intelligence, and Agility. Secondary stats, such as health, will in turn be affected by these main stats.

There will be no cap on skills or stats. Players can continue to develop and raise them with no limit. However, the higher one's skill or stat, the more difficult it will be to raise it.

Houses can also be built, through staking a claim on some land. The player will then have a limited time with which to build his or her dwelling. If sufficient funds are available, the player can even build something as large as a skyscraper, which can in turn be used to rent out rooms to others (just one of the variety of businesses players can create in game).

Players can also form societies, Project Entropia's version of guilds. Through building houses in an area, a group of players can form a village, which can eventually turn into a city. This society can even petition for protection, so that there city will be safe just like any other. This allows them to receive a resurrection hospital and the ability to create even more shops.

Furthermore, MindArk plans to integrate their website into the game. Though one will never be able to play the game via their web browser, one can use the website to see who is online, find out certain information about them, and even contact them in game.

The Magic of MindForce

Mindforce is the game's magic system that players can develop. As any other skill, it strengthens based on use, though players can purchase implants designed to make them stronger in this area. Designers describe it as an extension of man's mental capabilities. It can even be used in combat for both offense and defense. Some examples of possible "spells" are the ability to temporarily take control of an animal. Or to "sense" what is around you. If strong enough, one can even use this skill to resurrect other players.

Ack! I've Been PK'D!!!

Player-Killing, and player vs. player combat, will be allowed in Project Entropia. However, MindArk has instituted some interesting safe guards that will keep it curbed. Cities will be protected in such a way that neither players, robots, nor mutants can attack you. In some cities, such as New Haven (where everyone begins) there will even be safe areas where players can practice their combat skills in safety. However, once one leaves a city, all bets are off.

By combining real world economics into this game, MindArk has created an interesting solution to the PK problem. Through game credits, players can purchase death insurance. Either they can insure one or two items so that they resurrect with the player (meaning they cannot be looted), or they can insure everything in their inventory, so they will never lose a thing when they die.

If you kill an other player, you automatically forfeit any and all insurance (for a limited amount of time). So when a PK dies, they are fully lootable and stand to lose everything.

Death in the game is handled via cloning. If a player character dies, he can be "resurrected as a clone". This allows for a method by which the player can continue playing that does not disrupt game fiction. If near a city, a player can be resurrected in a nearby hospital. The farther one is out in the wilderness, the more difficult it becomes. Resurrection ships patrol the world, and will resurrect gamers. If one encounters a player with sufficient Mindforce, one can be resurrected that way as well. Aside from losing any items not covered by insurance, and the hike back to a city (or to a resurrection ship), death carries no other penalty.

Summary

While its story and graphics aren't much, what sets Project Entropia apart is the way it integrates real world economics. By providing the opportunity for players to turn a profit, start businesses, etc., Project Entropia offers many unique gameplay features that make it unique in the industry. This fascinating byplay is what makes the game worth watching.

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