
Issue #10 - 9 May 2009
"Dynamic" Combat in MechScape
Written by Asfastasdark
Hello and welcome to the tenth issue of the MechScape post, the insider's source of MechScape information and speculation! I'm Asfastasdark, one of the staff members on the writing team here at MechScape World. This article speculates (as there is really not much evidence regarding what the game itself will be like) about what combat in MechScape might be like. It'll hopefully get some discussion going as to how and what Jagex might be planning for combat in MechScape. As you read on, you'll find out what I mean by "dynamic combat" and how various sources support (though indirectly) that it will be present in MechScape.
Combat is a huge part of the vast majority of MMOs and in many cases the way combat is presented can make or break the game. In RuneScape, for example, we can start by taking a look at a few of RuneScape polls' results as a simple example:
- Subscribing members prefer to play combat minigames (source)
- The top six favorite minigames amongst members included five combat-related minigames (source)
- Members prefer to complete combat-related quests to skill-related quests (source)
- The majority of players both subscribing and non-subscribing focused mostly on training either the strength, attack, magic, or ranged skill, all offensive combat skills, when they first started playing RuneScape (source).
RuneScape's combat has come to be known as a very passive type of combat in that the player must click on an enemy to engage in combat, after which the player must simply wait. Almost as if reading our minds (or mine, at least), Jagex's development motto for MechScape is "this is not RuneScape in space" (source). RuneScape's combat is very much unlike many other 3D games This simple quote is, for the most part, concrete evidence that MechScape's combat system will be very different from RuneScape's. An article on Massively, an MMO news site, regarding MechScape, states, "Having a set of skills that you level up through grinding is basically a fantasy mechanic. So from here they identified what game mechanics make a good sci-fi game, and they've developed most of these as completely unique features that have never been seen in any MMO before" (source). This heavily applies to combat in MechScape. Firstly, the versatility of fictional technology used in sci-fi works, and more specifically, games, greatly expands the possibilities of simple combat situations in that long-range weapons, mortars with areas of effect, and possibly different weapons with physical effects, such as tear gas, could be used to your advantage. Perhaps different areas of the body, if shot, can provide different effects, such as slowing a character down drastically if shot in the foot or leg. Realism, realism, realism. Fiction is for fantasy; that's RuneScape. Science fiction is thinking about what life could realistically be like in the future. MechScape. One new aspect of combat in MechScape may be the use of vehicles. A lot of Darren B's Pliigi concept art include what look like vehicles. Examples include the Pliigi Tutorial Level 0 Land Vehicle and the "Robotic Snail". The different physical features of each of these vehicles may give it different strategical advantages and disadvantages, perhaps creating several strategic triangles, squares, etc. (similar to the combat triangle in RuneScape) in addition to simply having advantages or disadvantages. Some of these might include movement speed, rate of fire, weapon types, defense, and cost, just to name a few. In addition to the concept of vehicles, the concept of species increases the possibilities fourfold. Each species may have its own advantages and disadvantages and (possibly) an entire separate range of weapons and other equipment. Instead of RuneScape's familiar click-and-wait-style combat, combat in MechScape, if handled correctly by Jagex, should truly be dynamic in that it is realistic.
Realism alone, however, won't satisfy the very meaning of the word "game" without entertainment. In fact, the very reason people play games is for enjoyment, and the very definition of the word "game" is that they're there for the purpose of entertainment. And, as MechScape is a game, it is also there to entertain people (obviously). We have already concluded that combat must be realistic, but how can you make it realistic while still making it a fun experience? Another article on Massively states, "Mechscape will capitalize on that by providing a science fiction world and more complicated gameplay ..." (source). The "more complicated gameplay" could refer to any number of things, but it would be very unlikely for Jagex to state this, of all things, if it is related to some minor aspect of MechScape. Additionally, another article on Massively states, "MechScape, as the project is currently known, will feature deeper gameplay than its fantasy cousin to target a brand new audience." (source). The fact that Jagex wants to target a new audience is key. This college-age audience of gamers has grown up playing many fast-paced FPS games such as Half-Life. Therefore many of these gamers will enjoy and be able to identify with a fast-paced game. Additionally, Mod MMG, CEO of Jagex, has said, when asked whether MechScape would involve a WASD or point 'n click control mechanism, "Yeah I think we managed to get the best of both worlds" (source). This further supports that gameplay could be fast-paced. Movement, for example, could be controlled with WASD while aiming (e.g., using guns and other long-range weapons) and using menus could be controlled with the mouse. This custom control mechanism supports that MechScape will feature fast-paced combat (similar to 3D FPS games), thus identifying with the targeted age group for MechScape, who have grown up playing 3D games with fast-paced gameplay.
However, there might be more going on here than what it seems like on the surface; remember when the first random events showed up in RuneScape? When thousands of accounts were banned? When the player-killing in the Wilderness was removed? When unbalanced trading was removed? I can go on and on about the different things Jagex have tried to resolve the problem, but it all boils down to the fact that they have wanted to completely destroy one thing--real world item trading. The single reason I feel gold farmers, as they are known, were (and perhaps still are) so successful in RuneScape is that the perfect conditions for gold farming are simply there in RuneScape. Every single method gold farmers have ever used to make money has been a grind technique. You can't really stop that by adding hindrances like random events in; the only way to really stop gold miners is by introducing variation; perhaps through a task system for traditional skilling or much more diverse monster attack strategies. For example, perhaps Jagex will make safe and dangerous areas in MechScape. The dangerous areas would be constantly under attack, but training here would have its own advantages. As far as combat goes, my opinion is that dynamic combat is most likely what Jagex meant when they stated that RWT would be tackled at a core design level.
So, how do you think Jagex will approach combat in MechScape and do you agree that it will be an essential part of their strategy to eliminate real-world trading?
MechScape and Community News
Twitter Comment Removed
Jagex has removed the comment promising MechScape soon from their Twitter account. (Read more)
Andrew Gower's Clan Chat
Andrew Gower was in his clan chat this week, and responded to a couple questions about MechScape. One thing we learned was that MechScape is not near to being ready. Another comment indicated that MechScape will have skills but they will be handled in a very different way to RuneScape. (Read more)
Jagex Video Editor Vacancy
Jagex is looking to hire an individual to "produce gameplay and promotional videos for all current and upcoming products". (Read more)
The Tenth MechScape Post
It has already been ten weeks since the first MSP posted! I'd like to thank the staff for the hard work they put into them each week, and to the community for reading them each Saturday and for participating in the discussions. So thank you, and hopefully there will be many more to come! -mike470
Previous Issues:
MechScape Post #9: Freeplay in MechScape
MechScape Post #8: The Future of MechScape World
MechScape Post #7: Situational Awareness: How the Concept Applies to MechScape
MechScape Post #6: Removing the Need To RWT
MechScape Post #5: The Hype Surrounding the Release Date of MechScape
MechScape Post #4: Gerhard's Influence on MechScape and Jagex
MechScape Post #3: A Great MechScape Flood?
MechScape Post #2: The MechScape Environment and Concepts
MechScape Post #1: MechScape Clan Leadership
Footnotes
Contributors: Brenden, Ren (Content Research Team); Asfastasdark, Max, mike470, Psioptics, Xela, zepherusbane (Writing & Editing Team).
Disclaimer: The views expressed by members of staff do not necessarily represent the view of MechScape World.
