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.