Details are still very scarce on this MMO. You can find the official website here: Crowfall - Throne War PC MMO by Monumental, LLC
What caught my attention is that I follow Raph Koster and he posted this yesterday: Working on Crowfall!.
In there, he mentions:
I’ve helped out on everything from economics and materials design to yeah, dipping my toes into Todd’s bloodthirstiness and the warfare design that is embodied in “play to crush.” :) (If there was any doubt this is Todd’s game, that should be a hefty clue!)
That said, it’s definitely got me in the mix too! Most obviously, from today’s announcements, will be mention of an abstract resource system underlying the crafting system. It’s been something that has been absent from the MMO scene lately, despite the lessons from UO and SWG showing how powerful it can be in terms of enabling crafting as a true role in its own right. You can read about that more over on this MMORPG.com interview with Thomas Blair — everyone just calls him Blair. :) Blair worked on SWG, and with me at Disney to boot, so we’ve had years worth of collaboration on games and game economies in this style, and in this interview he spills, well, some beans on how it will work.
Crafting is also central to this interview: Building Upon Star Wars Galaxies’ Crafting
Crafting is a central part of the player-driven Economy in Crowfall. Open-ended economic systems are tough to pull off. The closest model to ours is probably Eve Online, though you can see the ways in which it ties to ideas that were originally surfaced in Ultima Online, Star Wars Galaxies, and Shadowbane.
The most obvious goal of crafting in Crowfall is to enable players to create amazing items that tie directly into the different systems, like equipment, city building and sieging. The less obvious but equally important goal is to create interlocking behaviors that drive players to engage with other players.
The benefits of crafting are obvious: your name will be known, your items sought out far and wide, whispers from other players wanting you to craft for them will never cease, the AFK auto reply will be your only friend! That’s the goal of the crafter. It’s really an exploration game, testing and tuning and building a reputation (and product) that other players can rely on. A bold vision, with a long history of games before us, that hasn’t been attempted in the MMORPG scene in a long time.
In my opinion the MMORPG genre has been stuck in a rut with crafting systems for some time now. A few games have tried it, but the “crafter” profession, as a play experience, doesn’t exist today like it did ten or fifteen years ago.
The game itself seems to be in the bloodthirsty mould of Shadowbane.
Mind you, there is not a lot of information on how this is being funded and what the goals of the game or its scope are yet. This is early days.
But the devs are going to start giving more info on what exactly it will be in the coming weeks.
A peek at the design sessions: http://www.youtube.com/watch?v=zltIihDcuQY
One to keep an eye on.
Wendelius