It’s just being built with survival aspects to attempt to appeal to a different audience. This is going to, first and foremost be an MMORPG. Working with other players towards a common goal was an incredible experience back in the 2000s, and could even be fun in games like ARK when I played it actively.Ĭlockwork did note that while they want to have a focus on “user-generated content,” they’re definitely not aiming for something like “Roblox or Minecraft.” I would love for a community-driven MMO to be a reality. One that I’m familiar with and see in every new MMO that releases. This is an age where players are happier playing solo as opposed to having to rely on other groups – other players.Īnd I don’t think that’s necessarily the wrong mentality. This is an age where most players want to power through content as fast as they possibly can. The idea that players want to actively socialize with one another – that players want to group together and work harmoniously is unfortunately just not the reality in this day and age. And I use the term “evolved” very loosely here. I’m honestly not a fan of that aspect as gamers have evolved quite a bit in the last decade thanks to MOBAs and Battle Royales. And we think it’s that’s both incredibly powerful for creating content in the game but also key to give players a new way to play with each other.Īnd we want to harken back to sort of the old mission of MMOs, which is to get a bunch of people to become real friends in the game together.”įorcing players to socialize with one another could potentially work. “We have a strong emphasis on player-created worlds and player mechanics. The less players play, the worse the economy gets, the less the world evolves. I know Western MMOs seem to be going the player-generated content route, having players be in direct control of the world, the economy and generally dictate the direction the game takes.Īlthough my one concern here lies with the fact that the activity with regards to content, and ultimately the fate of the entire server lies on how active players are. “A lot of games already offer great combat experiences, we want to encourage players to be able to build their own worlds, rather than having developers handcraft everything and put a huge amount of effort to content creation and so on,” Where the game strongly encourages players to engage in social interaction and cooperation. The companies’ goal? To build an MMO with a “societal” focus. If you think it sounds like something you could get into, you can sign up on the website.While Clockwork is based in San Francisco, the team itself not only employs developers from all over the world, but has talent from both Ubisoft and Kakao. That's especially true for people who want to have a chill and largely non-competitive experience, perhaps with close friends, and don't want to be continually harassed by someone with a bigger sword than them.īitCraft is taking applications for its pre-alpha for PC players, which will start in the fall. That's not bad in theory - a game with such an emphasis on social behavior needs a large population - but games that allow for that functionality do so because they realize that different players have different goals. The part about the "single world" is notable, in that Clockwork Labs says it doesn't have plans to offer player-hosted servers for BitCraft. It will let players make permanent changes to a "single, massive, editable sandbox world," including the ability to band together "to tame the wilderness and create impressive towns and cities anywhere in the world" and "build empires across continents and oceans." That's not an uncommon boast about any MMORPG, so what kind of solid details can we gleam about BitCraft from its website? According to the description there, BitCraft will draw from a number of gaming sub-genres - survival games, sandbox games, role-playing games, city builders, and strategy games - and emphasize social interaction over combat. New studio Clockwork Labs has kicked off development of BitCraft, which it bills as a "procedural, sandbox MMORPG." The San Francisco-based studio recently announced that it had secured $4.3 million in funding and has brought in former workers from Ubisoft and Kakao Games to work on the game, which co-founder Tyler Cloutier said "will feature a truly unique level of social interaction and cooperation between players."
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