Trade Wars: Dark Millenium is a cancelled Massively Mutliplayer Online Real-Time Strategy game developed from 2000 to 2003 for the PC, by Realm Interactive, and published by NCSoft. It was based on the video game serie of the same name.
Trade Wars: Dark Millenium was set in a universe made up of planetary and space environments. Players would have controlled different cultures, and established trade routes, formed corporations, and built empires. It would also have involved mining resources, waging war against enemy empires, and engaging in piracy. It was going to feature four different races as we can read on this site:
1. Imperial Corporations – The social order of this culture is roughly designed around the imperialistic Japanese culture, in that they started out as an empire composed of individual houses, with one house being the “imperial” house. The houses evolved into corporations, with the imperial house only serving as a figure head for the “imperialists.” Their units are the most weapon laden in the game, with brute-force and overwhelming arms being their central advantage.
2. Cultists(Name Still Pending) – This is a culture of religous fanatics. They worship “Those who are beyond time,” or the Ja’Kaal. This entire culture is an advent of a secretive order in the universe known as the Melah’Teh. The cultists worshiping the Ja’Kaal (a group of 10 entomed prophets, who dwell within a Melah’Teh temple that is outside the flow of time) create a great deal of psychic energy that the Melah’Teh are able to use to communicate with the Ja’Kaal. The only people the cultists hate more than eachother, are outsiders. Many of the leaders of this culture, over the centuries, have been fallen Melah’Teh. With them, these fallen Melah’Teh have brought forbidden technology, and for that reason the cultists are endowed with certain technologies that no one else in the game is. Their primary mode of attack is stealth and suprise. They can cloak, move fast, have strong shields that can regenerate quickly (there will be other types of units).
3. Clans(Name still pending) – The clans are a mysterous group of humans that were discovered living on the borderworlds thousands of years ago by the empire. The empire launched a campaign to conquer the borderworlds, but the Melah’Teh interfered with the invasion for their own mysterious reasons. In the end, the Melah’Teh were able to negotiate a treaty between the Clans and the empire. Clansmen are marked by the fact that almost all members of their society are infected with a symbiotic host. This host, among other things, allows them to communicate with animals/creatures. They are going to be sort of like beastmasters, calling in creatures from the map to fight on their side (yes, even space creatures).
4. Neophytes – Neophytes are a bizarre mix of man/machine/death. They were started by an insane empress who ruled the imperial throne thousands of years ago. She was obsessed with the notion of immortality, and was convinced that through a merging of man and machine it could be accomplished. In time, she was able to develop the Anathasia device… A device that could be implanted into the human body and allow them to live an extended life. After ordering all citizens of the empire to be implanted with an Anathasia device, which her brother later discovered allowed the individuals mind to be controlled, her brother overthrew here from the imperial throne and banished her. A strange side effect of the Anathasia device was that it allowed recently deceased human beings to be re-animated. Neophytes are like the borg meets undead. They are a matriarchical society in that women are more responsive to the anathasia device, and live longer than men do. Their special is in their versitility… The ability to combine certain types of unit to form other types of units. The ability to transfer “abilites” from one unit to another… and the ability to get killed, and then be regenerated by the anathasia device.
The game was officially revealed in 2001 by Gamespot:
Realm Interactive, a new online game developer based in Arizona, has announced the production of Trade Wars: Dark Millennium. The massively multiplayer real-time strategy game is a modernized version of the popular online bulletin board system (BBS) game Trade Wars 2002. Realm recently purchased the rights to the Trade Wars name from Epic Interactive Strategy, and it plans to release Trade Wars: Dark Millennium in late 2001.
Trade Wars: Dark Millennium will be set in a persistent 3D universe made up of planetary and space environments.
GS: Will Trade Wars Millennium restrict the player to a single ship, like the original game, or will the player be able to control multiple ships and units?
DA: Unlike the original, Dark Millennium will allow the player to control multiple units. The combat is real-time tactical combat. Because it is more tactically oriented, the amount of units that a player can effectively control is much less than in a traditional RTS. Currently, the max number of units a player is allowed to control at one time is 20.
GS: Describe some of the main tasks for the player in the game. Will the balance of space trading, combat, and planet building be similar to that of the Trade Wars BBS game?
DA: The balance of these different activities will be shifted in Dark Millennium, with more emphasis on combat and empire building and less emphasis on those activities that are often redundant. One example is trade. In the original, trade was one of the primary sources of growth and expansion. However, trade wasn’t very entertaining. Players wanted to trade so that they could do the things that were entertaining, such as building planets, corporations, and sector defenses. In fact, players eventually created helpers to automate the task of trading so they could concentrate on the fun stuff. As a result of this, trade in Dark Millennium will be highly automated.
In addition to combat and empire building, players will be concerned with customizing units, harvesting resources (some hostile–for example, harvesting creatures for resources), diplomacy, growing their heroes and avatar, and of course etching their names in the annals of history.
GS: Tell us a little about how the game universe is organized. Will it be divided into distinct sectors of space or zones, or will the player travel continuously across the map?
DA: The universe will be divided into sectors, similar to in the original Trade Wars, with jump gates connecting the different sectors together. In addition to this, there will be planets in the universe, and when players are in the orbital sector of a planet, they will be able to go to the surface of that planet. Because we have sectors that exist both in space and on land, there will be two different theaters of combat in the game, each with its own units. In space, the player will be in control of dreadnaughts, cruisers, fighters, and other ships, while on land, the player controls titans, tanks, hovercrafts, marines, and so on. There will be some crossover of units, meaning that the smallest units in space (such as fighters) will also be able to fight on land.
GS: When will the game be complete? Do you plan to have an open beta test?
DA: Our current target date for completion is Q1 2002. The beta test will be toward the end of the summer and beginning of September. We currently plan to have a closed beta consisting of approximately 1,000 testers.
After that, the project went silent for almost a year, before another interview of David Adams, this time by IGN, was published in February 2002:
As an introduction to Trade Wars: Dark Millenium, please give our readers a summary of how you see it. How would you categorize it in terms of its genre or mix of genres?
David Adams: Dark Millenium is a massive online science-fantasy role-playing game. It combines Diablo-like gameplay with the persistence of EverQuest and a dash of StarCraft. The player assumes the role of hero extraordinaire in a dark futuristic world where technology and mysticism intertwine. The hero’s adventures will take them to alien planets, uncharted sectors of space, deep into the bowels of ancient catacombs and through the ruins of derelict space hulks.
What kind of backstory have you developed to set the stage for players as they begin? And what are your plans with respect to the storyline within the game itself?
David Adams: Nine millennia ago, there was a cataclysmic event that plunged mankind into a massive dark age. For thousands of years there was chaos and anarchy until mankind finally united under an imperial banner. For nearly seven millennia, the empire ruled mankind, maintaining relative stability, and allowing it to grow and prosper among the stars. Now the empire has crumbled, leaving Terra in ruin, and leaving mankind in utter strife and chaos.
Somewhere in the midst of all this, a pesky little prophecy was brewed up which said that another cataclysm would come at the end of the tenth millennium. It is towards the end of the tenth and final millennium in which we place our scene, fondly referred to by some as the Dark Millennium.
The story of mankind’s final hour will be played out over the course of several years. We plan to integrate the story into the game as much as possible through player prophecy, in-game events, story line driven quests and missions, etc… Of course, fate holds no assurance, and that which drives men to ruin can easily drive them to greatness. The cataclysm may not be a certainty after all…
Will it be possible to play characters of different races and classes? What are the primary character attributes, and can they be modified or customized to any extent?
David Adams: We currently have four different playable races in the game, and plan to add more as time permits. Each race has four unique character classes, for a total of 16 different character classes.
The primary attributes for a character are Strength, Agility, Toughness and Power. The character class dictates starting values for these attributes.
Please tell our readers about spaceships. What types will there be, and in what ways will players be able to customize and upgrade them? How expensive will they be?
David Adams: The player starts the game on their race’s home planet. At some point, they will earn enough money to purchase a space ship, which can be used to explore space as well as other planets. Each race within the game will have a number of space ships available exclusively to them, in addition to a number of generic ships that are available cross-race.
Players will be able to get a bare bones ship pretty early in the game, since much of the universe is in space and on other planets. As they progress, they will be able to purchase ships of varying size and power, selling their old ship at a substantially discounted rate. Ships also have pre-requisites that prevent players from cruising around in spaceships that are out of their league.
Equipping a spaceship with custom components is almost identical to equipping your avatar. Weapon Systems, Shield Generators, Power Cores, can all be purchased and equipped. In addition, multiple hull-upgrades exist for each ship, which increase armor points, equipment slots, and cargo holds for the ship.
How much variety are you planning in terms of different weapons, armor and other equipment, and will there be any rare or unique items? And how will such apparatus come into players’ possession?
David Adams: There is going to be a wide variety of equipment available to the players, both non-magical and magical. Since Dark Millennium is science-fantasy, these items will range from swords to power armor, from magical staffs to cybernetic implants. Items will also vary in rarity, from common to artifact (artifact is our version of super-rare).
Much of the equipment in Dark Millennium is power based (power armor, power sword, laser rifle) and requires energy to operate. The player will equip cybernetic implants to power these devices, and will have to manage energy much like a spell-caster manages mana.
What range of computer-controlled adversaries can players expect to face? Do you have any plans to vary the AI or to do anything else to reduce or prevent camping of specific opponents?
David Adams: There will be several NPC races in the game, which you can kill for experience and treasure. One advantage of building RTS game play into our world is that we are going to reuse the RTS AI to control the creatures in the RPG world. Creatures will have their own private agendas, and goals that will drive their actions. Through the course of carrying out these objectives, the structure and location of these NPC races will dynamically change. If you wander through a zone and find a Whisker camp (Whiskers are one of the NPC races in the game), proceed to slaughter the whiskers, burn their camp to the ground, and salt their fields (ok, maybe a little over dramatic), there is no guarantee they will be in the same place next time you return.
After entering beta, it was announced in July 2002 that an agreement with publisher NCSoft had been signed:
NCsoft Corporation, the world’s largest independent online game company announced today that it will publish Trade Wars: Dark Millennium (working title) from Realm Interactive.
Trade Wars features a fast-paced action RPG combat experience set in an enormous virtual world where players are able to explore the vastness of space as well as mysterious uncharted planets, a first for the massively multiplayer online role-playing game (MMORPG) genre.
“Trade Wars: Dark Millennium is set on both planetary and space environments that look as if they came straight out of a science fiction movie,” said NCsoft President Kim Taek-Jin. “Gamers who are used to fantasy online games will soon be able to experience a new form of entertainment with Trade Wars. With its unique action oriented role-playing style and heavy emphasis on player questing, we believe it will significantly grow the online game market.”
“We’re thrilled to be part of the NCsoft publishing family,” said Salvatore Sferlazza, COO of Realm Interactive. “NCsoft has a proven track record in publishing subscription-based online games. We can’t imagine a better partner for helping us launch Trade Wars to a global marketplace.”
Unfortunately, this was the last time that Trade Wars: Dark Millenium was mentionned in the press. In March 2003, NCSoft announced that the game was rebooted into another MMORPG named Exarch:
Trade Wars: Dark Millennium, from Realm Interactive by way of NCsoft, once promised to transport players to an online world where science and fantasy meet. But although the title still promises to deliver a healthy mix of lasers and longswords, it will do so under a different name. Now known as Exarch Online, the game will still feature androids and dragons, as well as the titular Exarchs themselves. The game will feature the work of comic artist Joe Madureira, creator of Battle Chasers and former artist for The Uncanny X-Men.
Exarch was also canceled, in July 2004. The development team of Realm Interactive, which was primarly established in Phoenix, Arizona, was relocated to Austin, Texas, by owner NCSoft, and some of the work done was used in MMORPGDungeon Runners, released in 2007. Both Joe Madureira and David Adams left the company and formed in 2005Vigil Games, well known for the Darksiders franchise. Later, with the shutdown of Vigil Games, David Adams is now at the head of Gunfire Games, while Joe Madureira lead Airship Syndicate Entertainment.Images:
Super Spy Online is a cancelled futuristic spy-themed Massively Multiplayer Online game prototype developed around 2006-2007 by Micro Forté and BigWorld Technology, for the PC.
Not much is known at the moment on Super Spy Online. The game was first revealed in February 2007 when Micro Forté and BigWorld announced the official cancellation of their previous title, Citizen Zero:
Micro Forté, a leading Australian developer of MMOs, today announced that it has cancelled development on the “Citizen Zero” project, with internal development now focused on a top secret spy-themed MMO.
Stephen Wang – Head of Studios for Micro Forté commented, “Although we were sad to stop working on CZ, we are extremely excited about the progress of our spy project.”
The top secret project has been in production since mid ’06 with a core development team working out of Micro Forté’s Australian studio.
“We’re not giving too much away at this stage,” commented Micro Forté Lead Designer, Paul McInnes, “Obviously our new project is a spy-themed MMO, but it incorporates new game-play elements and technologies that we are really looking forward to delivering to the public.”
Steve Wang added, “We are at an exciting crossroads where many new game-play styles and experiences have become possible in virtual world environments. This is a great opportunity for us to leverage our 7 years of development in the MMO space to bring the social MMO experience together with game-play that has been traditionally the domain of single player games.”
On the official Micro Forté’s website, we can still find some details about the project, alongside a couple of artworks:
With MMOs moving beyond their fantasy RPG origins there are new business opportunities and new development challenges ahead. Super Spy Online is a prototype of this new kind of MMO; a futuristic spy-themed action game that mixes stealth and intense shooter gameplay with the progression and teamplay of a MMO.
The brief was to create a working prototype of a spy-themed MMO. Micro Forté Studios’ greatest achievement in this project was in smoothly combining fast paced gun-play with the stealth style game play of an espionage agent, in a massively multi-player environment. The end product proves that true action gameplay can work in a powerful combination with the deeper persistent world elements of character progression and social interaction, and is to be showcased at future tradeshows that BigWorld attends.
Despite this, Super Spy Online very quickly disappeared from radar screens, and, to this day, we do not know the reason for its cancellation. After discarded both Citizen Zero and Super Spy Online, Micro Forté/BigWorld developed Kwari, a multiplayer Arena Shooter in which you could earn real money based on the frags the player made. The title, however, quickly closed its servers following its critical and financial failure. In August 2012, BigWorld and Micro Forté were purchased by Wargaming.net for $45 million, and renamed Wargaming Australia. In October 2022, the development team was sold to Riot Games and became Riot Sydney. To this day, Wargaming still owns the publishing team and technology that powered Citizen Zero and Super Spy Online.
If you know someone who worked on Super Spy Online and could help us preserve more screenshots, footage or details, please let us know!
Citizen Zero, also known as Identity Zero and formerly known as BigWorld: Citizen Zero, is a cancelled futuristic sci-fi Massively Multiplayer Online Role-Playing Game developed by Micro Forté, with the support of sister company BigWorld Technology, from 2000 to 2004, for the PC and the Xbox.
As we can read on the old Micro Forté website, Citizen Zero was set in the future, on a distant solar system:
Welcome to Typhron
The Setting – Citizen Zero is set on Typhron, a penal colony established by United Military Industries. Contact with Earth has been lost, leaving the colony in permanent lock-down and trapping the inhabitants in a few enclaves. Life on Typhron is tough, but the possibilities are endless for the strong.
Live as a Team, Die as a Team – Work as a team, deploying special class abilities, devastating combo attacks and multi-stage takedowns to defeat a wide varity of deadly AI enemies with their own special attacks and powers.
Find a Faction that suits your style – From the battle-hardened Marines to the brutish, streetwise Syndicate, the 5 NPC factions provide a look and a hook for every player, creating instant online community.
Although apparently revealed before this date, the first glimpse of information that are still available for Citizen Zero dated back from February 2000 on IGN:
(…) For gamers though, the most interesting announcements from MicroForte at AGDC were regarding their Big World project.
What was confirmed was that the project is currently being pitched as both a PC and PS2 title, with the ability for players from both systems to play together. Other lofty technical design goals were floated such as 100,000 players per shard, a low 33kbps upstream requirement for best play, and a realistic and scalable indoor/outdoor 3D engine.
Everything sounded fantastic, but with a Beta-test date of mid-2001, it would be some time before we would be able to see anything more to evidence on how work is progressing towards those goals … or so we thought.
After the AGDC official program had concluded we were able to get a first hand look at how Big World is shaping up graphically. What we saw was quite amazing. Steve Wang took us through a demo level set inside a major metropolis that had a very Blade Runner feel to it. The graphics looked great inside and out with highly detailed environments that created a great atmosphere even with no music or sound effects. The characters that we saw have some wonderfully detailed bodies and faces with a good variety of human and alien models. Some of the alien models looked particularly special. The animators had also done a great job at bringing all the models to life when moving around and when interacting with each other. The screenshots we have seen so far do not really begin to do the engine justice.
While the look of the engine was indeed impressive, our enthusiasm is tempered knowing how much work is still to be done on the multiplayer code and on refining the content to fill the massive environment. We did get a quick glimpse at the work already completed in the content department and could see evidence of detail and a lot of volume already. (…)
Citizen Zero is set in the isolated Ulruan solar system, containing four planets with possibility of habitation – only three of which are currently known to be habited. Thanks to one of the many mysterious machines to be found on the planet, travel between the inhabited planets is achieved via teleportation devices, whose workings are still little understood.
The Planets
Neo-Eden
First coined by prisoners of NE6744 as an ironic name for their home, Neo-Eden has become the focus of the system and the base of operations for most citizens. Its capital, DeMannon’s Ladder, has emerged from its humble origin as a stark and utilitarian prison building to become a bustling modern metropolis. Neo-Eden is also home to Portal Town, the majestic, crumbling folly built by the greed of humans but now occupied by the Cybrids. Outside, Neo-Eden is a desolate but not inhospitable wasteland where many have made their home as Frontier settlers.
Ulrua Ulrua is a tropical swamp world, filled with vegetation, marshes, and vast oceans. After emerging from slavery at the hands of the Guardians, the amphibious Beziel race adopted Ulrua as their ideal home a short time after the Great Riot. Ulrua attracts hunters and explorers, and is the site of a long-running conflict between the Beziel tribes and the less accommodating mining companies of Neo-Eden. Despite this, Ulrua is generally a peaceful planet in which the Beziel race live their tribal lifestyle and are most accommodating of human and cybrid visitors.
Trinn Trinn is the most arid and ravaged of the habited planets, its surface little more than desert. Its capital Purgatory-Central – a sarcastic riposte to the name `Neo-Eden’ – is notorious as the home of prospectors, spies, smugglers, renegades and those seeking to escape the law. Its surface is littered with the ruins of an alien civilisation, and is the site of the most advanced manufacturing plants. It has become the base of operations for the much-despised Technical Houses, made up of citizens who use their control over the advanced technology to support a decadent lifestyle.
There is a fourth planet in the Ulruan system, for which habitation is a possibility. However, its gravity is only two-thirds of normal and little is known about its surface. Decades ago, it was visited briefly by a Guardian exploration team and a gateway portal was built. However, the research team subsequently vanished and the gateway has stubbornly refuses to activate ever since. For the moment, it exists only as an image in a telescope. Even then, its surface is obscured by thick clouds, which seem a metaphor for its mysterious nature.
The Cities
DeMannon’s Ladder
The town of DeMannon’s Ladder was originally the main jail building that housed the inmates of the prison settlement. After the Riot, it was entirely reclaimed, and is now an enormous enclosed city comprising some 1.9 million residents. It is fully climate controlled and contains ample facilities to contain its 1.9 million residents – a prime concern for its rulers, the DeMannon’s Ladder Council. Having quietly discarded the concept of democracy some time ago, the DLC aim to keep their residents docile, comfortable – and devoid of the desire to divest them of their considerable power. Therefore, most residents wholly believe the myths (and sometimes, the truths) about what lies outside the high walls of the city – the dangers of Portal Town and, worse still, the Frontier. These rumours are increasingly being ignored.
Despite the general push by citizens to make Neo-Eden a planet worthy of its name, no number of neon lights and chrome can completely obliterate the dark past of DeMannon’s Ladder, and it remains a town, where darkness is always just around the corner from light.
Portal Town Before the great Riot that ended Neo-Eden’s tenure as a prison planet, a number of prisoners staged a daring escape from the main building, headed by the humanitarian scientist Benito DeMannon. The masterly jailbreak involved thirty prisoners. The Guardians, lazy and corrupt as they were, either did not know, or did not care. Besides – no one could possibly survive unprotected on Neo-Eden for long. Or so it was thought.
Outside, the escapees decided to build an extravagant town to which they planned to smuggle the entire population of Neo-Eden. However, they were soon torn apart by infighting, and DeMannon realised with horror that they had become no better than the Guardians. The Great Riot occurred soon after, and it was he who established the idea of a fair council to run the city that came to bear his name. Meanwhile, the buildings, wrought of poor, cheap materials, soon began to literally crumble into dust. Portal Town, as it was eventually named, became a Cybrid ghetto, and an odd and sinister place where structures that were intended to gleam simply sink into their own rust.
Purgatory-Central Purgatory-Central, while small, is a hotbed of activity. Established by the corrupt Technical Houses, it is protected from the savage sandstorms by atmosphere shields. The DLC pays little official attention to the governing of this shameful place, therefore most justice meted out there is of the renegade nature, regulated to a small degree by the aforementioned Houses. Naturally, it has become a magnet for ruffians and desperados of all kinds. In particular, it has recently become the base of operations for spies for hire, mistrustful of the conventional avenues towards work. Intrigue and grey morality form the mainstay of the city.
Purgatory-Central is also the centre for trade in rare earths and other minerals, which are extracted by automated robotic machines. The machines are hunted and captured (often at great risk) in order to steal their precious cargoes of minerals. It is also the home of the notorious Dune Races, a favourite pastime and entertainment for the gambling-mad inhabitants of the city.
The Gameplay
Career, job, or hobby … it’s your choice
Missions of any sort may be found via the Continuum or your personal CommuniPanion, However, the big rewards come via game organisations called the Overarchy who conduct their own missions to promote their goals or sabotage their rivals.
Earn Valuable Rewards
The Overarchy can provide you with specialist training, money, resources, cool equipment and extra perks you cannot gain elsewhere.
Build your skills
A persistent record of your growing character skills and experience are kept on the server, along with your personal affiliations and grudges. With 46 different skills, there’s always something new to try out.
A Mission Tailored for You
The Mission Generator looks at your personal history of contacts, affiliations and grudges, your mission preferences and skills, and your standing within a faction – and offers a choice of missions that are specifically tailored to your needs and level of experience. Locations, items, and characters involved are all dynamically generated.
Real motivations, Real friends and enemies
As the game progresses, characters will begin to appear repeatedly in your quests. A cast of sworn friends and bitter enemies will soon grow in your personal history.
Sophisticated NPC Reactions
Form valuable alliances with realistic NPCs, whose attitudes towards you will change for better or worse, depending on your standing, and your treatment towards them.
Work your way up the ladder to success
As your skills and experience increase, so will your standing in the Overarch – and so too will the attitudes of your superiors warm towards you. You will gain access to new and exciting areas, equipment, and experiences. You may even start your own Overarch, to devise and distribute missions to others.
Deal with your past
As your pre-mind erasure memories begin to return, you will learn of relatives and friends from your former life. Will they be a part of your new life or are you content to let bygones be bygones? The answer is up to you.
Further details was shared in February 2001, this time by Gamespot:
(…) Characters can choose one of three playable races: humans, biomechanical cybrids, or the beziel, an athletic alien race. As former members of the penal colony, characters enjoy certain advantages, including complete freedom of travel. This freedom makes them valuable to the Overarchy, a group of powerful organizations that will assign missions to those who show the greatest potential to help advance their particular interests. Players will find one of the organizations, known as an Overarch, that will match their playing style.
BigWorld: Citizen Zero is scheduled to begin beta testing at the end of 2001, and it is expected to be released sometime in mid-2002.
In the spring of 2002, the project was showcased at the Game Developers Conference. Both Gamespot and IGN wrote previews on the game. IGN wrote:
From what we saw of the very basic frame of Citizen Zero, the game will be focusing much more on action and adventure than most of the other massively multiplayer games we’ve seen so far. Combat is handled by locking a target on to whatever it is you’d like to shoot or kill with whatever weapons you might have. At that point, you can fire at whatever rate you like and try to dodge whatever attacks come back at you. Unfortunately, that’s mostly what I got to see in the way of ranged gun combat. The melee combat was a bit more interesting. Lead DesignerPaul McInnes set up a little bit of a sword duel between himself and another and what ensued was pretty interesting to watch. Animations will fit together so that it looks as though you’re actually fighting a duel. Swords clash together at the right spot and animations blend together well.
Political factions in the game are divided up into the Overarchy. This Overarchy has the different factions inside of it. Hooking up with one of these guys will be how you get your missions. Depending on the faction you work for, you’ll receive different orders regarding different things. So you may end up making hits on certain NPCs or PCs depending on if they’ve pissed your faction off in any way. The political situations in the game will not only show in terms of what these groups think of you, but also what the groups think of each other depending on how you act.
These missions will also take into account your skill set and how you might be able to help out your faction more efficiently. The game lets you “unlearn” a skill so that you can master a new one, letting you reinvent your character over time as your interests change. Just because you’re good at one thing or another doesn’t mean you have to take certain missions, they’re just suggested to fit your playing style and wants.
This fits in perfectly with the team-based missions that will be built into the game. These sound particularly fun and will work in ways that those in EverQuest and games of that ilk can’t pull off. This is for a couple of reasons. The game will generate missions that take specific example of some of the long list of skills available in the game. One particular example that fits well, which also happens to be on the game’s website is a mission where you’ll need a hacker to open some doors, a demolitionist to blow up the contents in a building, and a couple of snipers hanging out to cap any guards that come along in the meantime. Coordinating efforts towards a common goal instead of everyone just hanging out in the same place waiting for an unsuspecting creature to spawn so you dog pile it before it can clear the sleep from its eyes is appealing.
Along this teamwork focused line are features that will literally allow for helping hands. Some points in the game will not be accessible to the lone gunman. So if you have a friend to bring along, you can actually kneel down and give a player a boost up to a ledge and wait for him to give you a helping hand up. The animation for this sequence was a kick to watch and should definitely add even more helping and social aspects to a genre that has already really blossomed in those areas.
Of course, if you don’t necessarily want to be involved in the sticky politics of one of these groups, it seems that you won’t necessarily need to get involved. You can just hunt a little along the lines of what you do in EverQuest, killing and looting as you go. You can go freelance as a bounty hunter, you can just adventure, or you can even give it all up to get really good at racing. That’s right, racing. I think I forgot to mention it, but the BigWorld tech also comes with vehicle physics. There will be several vehicles in the game itself, including the Ripper hoverbike that looked like a hoot to pilot. Citizen Zero will have leagues just for racing these things. So really there’s a wide variety of stuff to do even if you don’t go on missions constantly.
Gamespot added:
Though we didn’t see too much of the game’s ranged combat, we did see that Citizen Zero’s melee combat will actually let you parry your opponent’s attacks and even break your opponent’s guard with a forceful blow. But since Citizen Zero will also be an action game, it’ll let your characters fight against each other and the game’s sci-fi enemies (we saw a tribe of nomadic humanoids and a herd of human-sized, dinosaur-like reptiles) in real-time, as well as do other things you might expect from a 3D action game. For instance, players will be able to make their characters climb onto ledges and scale walls. Micro Forte’s developers actually approached an exceptionally high wall with their characters, and had one receive a boost from the other, then reach down from the wall to help his companion clamber up.
While it would seem that the attempt to also code the game on the Playstation 2 had been dead and buried for a long time, Microsoft announced that an agreement with Micro Forté had been concluded in October 2002, without further information:
Microsoft has signed a first-party publishing agreement with Australian developer Micro Forte for an upcoming Xbox online game. At the game’s foundation will be Micro Forte’s BigWorld technology, which is an online engine and toolset that’s designed to smoothly scale up to include many more players than is possible in current online games. While BigWorld’s practical player limit won’t be known until there’s a final game to test, the number may be up to the millions, according to Micro Forte’s estimates earlier this year, or at least hundreds of thousands, as Microsoft has specified.
A Microsoft representative declined to comment on the specifics of the Xbox game or to say whether it’s related to Micro Forte’s online action game, BigWorld: Citizen Zero , which was revealed earlier this year as an example of the BigWorld technology.
After going silent for a whole year, the title resurfaced at the Game Developers Conference 2004, with, from this point on, an additional Xbox version also planned:
Citizen Zero is played from an over the shoulder perspective where the main character takes up roughly 25 percent of the screenspace on the left side. It borrows a ton of conventions from the almighty Halo, including two weapons per character, two grenade types and separate shield and health meters; which make the whole thing feel like an online massive multiplayer version of Brute Force. It’s class-based so you’ll see a variety of weapons like a .44 magnum pistol, scorpion energy weapon, sniper rifles and rocket launchers designated for different types of characters. The biggest departure from the Halo/Brute Force convention is the selection of “powers” different classes will have available to them. There are also specialized weapons that mimic some of the super powers different characters.
In the demo we saw, one character had the ability to heal both the shield and the super power reservoir for his teammates while another character could turn invisible at will for a short period of time. The healer also has the ability to jumpstart deceased troops on the battlefield who haven’t disintegrated. Yet another character has the ability to fire a slowing shot that will incapacitate the legs of human enemy soldiers. There was also a “draw fire” super power that allowed an extra durable “tank” type character to get any enemy he targeted to turn and engage him automatically. This would allow teammates to easily dispose of those enemies, yet it has to be quick enough before the character drawing fire draws too much heat and dies. If he survives, it’s no problem for the healer to replenish his shields and super powers quickly.
The whole concept would be to have dozens of players (we hear 40 per game is the goal) having to work together as a team to accomplish goals. In the mission we saw three characters assaulted a futuristic prison taking on increasingly difficult waves of enemies until they confronted the all-powerful warden. You capture spawn points along the way so players won’t have to start way back at the beginning should they die. But it’s still about watching each other’s backs and using your special abilities intelligently to assist your comrades and assuming they’ll do the same for you. The intention is for the action to be fast paced yet still require the player to use some smarts and some strategy to get the most out of the gameplay system.
In July of the same year, it was Xboxworld.au who managed to detail some playable weapons in the game:
There are 27 types of weapon in the game, with hundreds of major variants in each category. A big part of the game is unlocking better weapons, and better versions of your current weapons, as you progress in the game. The game mixes some classics like the sniper rifle, assault rifle and shotgun with a few new weapons as well. The planet is home to alien ruins, and humanity has adapted alien devices to their own end, which make some pretty vicious energy weapons and weapons with all sorts of exotic effects.
Remote detonation mines – drop, run, detonate, a wide variety of effects (damage, acid area attack, EMP blast, disrupt invisibility shield).
Orbiter – Launches a target-seeking drone that can be detonated for happy gibbing mayhem.
Viper – A close range “backstab” weapon that does massive damage and sets the victim on fire.
Acid Grenade – A nasty illegal weapon that incapacitates while it kills.
What are the important events in the backstory that brings us up the beginning of the actual gameplay?
Paul McInnes: Typhron is established as a penal colony by United Military Industries (UMI), a tough-minded mining and aerospace corporation, with the aim of exploiting enigmatic alien ruins called the Machina using prisoners as free labor. They establish a classic “prison without walls” by fitting all prisoners and colonists with a security chip inside their brain that limits where they can go and what they can do. As part of the process, they wipe the personal memories of all the prisoners. The colony progresses for 30 years, and during this time, rumors start spreading through the penal colony of secret experiments and alien ruins. Eventually, a special investigations team supported by elite marines is sent to explore.
Shortly after they arrive, the interstellar beacon that allows faster than light travel is sabotaged, and the main colony control center destroyed. The colonists and prisoners find themselves cut off from Earth, with no chance of rescue for decades, the automated security systems in permanent lockdown and under attack from Black Ops troops, monstrous robotic creatures (called automata) and struggling to survive without the supply ships from Earth.
Luckily for the inhabitants, a few prisoners start to regain memories and find that their colony designation has changed to zero. Not only can they elude the security systems, they can tap into secret facilities that allow teleportation and revification. The Zeroes are the only free agents in a world in lockdown, a world that is in desperate need of their services.
What means of travel will be available to move around, and how quick and easy will it be for players to do so?
Paul McInnes: Travel times are a big issue in MMOG design. We want players to have fun exploring and traveling through an exotic world without feeling like they are “treading polys”. We also want travel to be interesting, even a bit dangerous. Players get around the world with a mix of walking (well, running), rippers (speed bikes) and teleportation.
Rippers – rippers are small speed bikes used as patrol craft by the authorities. They run on broadcast power so they are restricted to areas between broadcast towers. This gives players a chance to race against each other and rip around the world but still limits the bikes to a fun form of transportation. Expansion packs will add ripper-based missions and additional vehicle-based content, along with regions suited to vehicle-based activities.
Walking – outdoor adventurers are mostly on foot. The travel distances outdoors are carefully chosen to keep most journeys brief while allowing longer treks if required. Most importantly, traveling on foot keeps the game exciting by exposing players to the dangers of the wilderness.
Teleportation – as a Zero, your character can hack into the teleportation system. You can teleport from the wilderness back to the nearest town and from town to town (once you have unlocked the teleporter in the town). This isn’t free, but it allows players to move around quickly and use towns as bases for their forays into the wilderness. For example, you can travel outwards on foot, go hunting or foraging then recall back to the nearest town to sell your goods without having to worry about the slow journey back.
How many factions are there, and in what ways do they differ from one another?
Paul McInnes:
UMI: the amoral character working for the amoral organization. Suits the mercenary style of player. Lots of elite equipment and a mixture of espionage and military style missions.
The Syndicate: prison gang turned professional, ruthless and rather brutal in their efforts to dominate the urban sectors of Typhron. They have sneaky equipment designed to intimidate.
The Marines: the square-jawed military types that arrived just before the crisis, they have the best standard military gear and do missions that involve special forces operations and direct military conflicts.
The Smugglers: the loveable rogues who steal anything that isn’t bolted down. Stealthy and have access to illegal items and the best survivalist style gear. Missions tend to involve stealing, collecting intelligence and the occasional lightning raid.
The Nokturnals: part spy ring, part resistance movement, part X-files investigation, the Nokturnals are dedicated to learning the truth about Typhron and mastering the Machina technology. This secretive faction has access to the most esoteric Machina technology devices.
How did you go about creating and implementing the kind of combat system you wanted to have? What features and elements did you decide to focus on and emphasize?
Paul McInnes: We took a very hands-on experimental approach and tried a variety of different formulas before we found the Citizen Zero model. I should add that this part of the game is fully playable right now.
Enemy groups – Most of the time, you are fighting a mixture of enemies at the same time. This is the strategy used by games like Doom or Diablo II; you need to know which enemy to tackle first while avoiding the attacks of the others. This has all sorts of good consequences. It means that the mixture of enemies is more interesting than the individual opponents. Try fighting a room full of guards while dealing with a sniper and a pair of assassins, and you’ll soon get the idea.
Character classes – There are six classes in the game based on three basic roles of attacker, defender and commander / support. Attackers have strong attacks and weaker defenses, and can finish off damage-based combos. Their role is to take down the biggest enemies as quickly as possible while staying alive. Defenders have strong defenses, medium-range attacks and various abilities for rescuing teammates and interfering with enemies. They provide a mobile “front line” that protects their team mates. Their ability to push deep into a battle and disrupt the enemy gives them a key role as crisis managers. The commanders have medium defenses, weak attacks, the ability to set-up combo attacks, revive team mates and various abilities for buffing.
Special attacks and abilities – You can deal with the weaker opponents using basic weaponry, but the tougher ones need to be managed and defeated using various special attacks and abilities. For example, an enemy officer trying to activate an alarm panel can be stunned (interrupting their efforts), slowed before they reach the alarm panel or gibbed using an explosive orbiter combo attack. Victory depends on deploying the right ability at the right time against the right enemy in the midst of a fluid, fast-changing battle. This is where the character class roles really become important. It also makes combat far more tactically varied than a standard shooter. Players also need to manage a finite (recharging) power supply. Run out of power and your abilities are useless. In abstract this isn’t very different from classic fantasy MMOGs, but in practice, the fluid nature of the battles, the emphasis on ranged attacks and the speed with which the abilities need to be deployed makes the special abilities feel more like an extension to a shooter than a classic MMOG.
Combos – The most powerful attacks and abilities are deployed in the form of combos. One class initiates the combo (e.g. a commander sends a target-seeking orbiter to the target) and another class finishes it off (e.g. an attacker detonates the orbiter). Some of the sweetest moments in the game happen when a combo is used at just the right time to avoid a crisis or to take down a boss monster. Combos really reward team play, and in a tangible and incredibly satisfying way. We know that cooperative action games are extremely popular (if rare), but by adding explicitly cooperative actions, we take that team play to the next level.
Enemies with abilities – Enemies can do more than just do damage. The more interesting enemies have special attacks, defenses and moves that require different counter abilities or tactics to overcome. For example, some can use a reverse teleport ability to move a character closer to their location, forcing the team to adapt to the new situation. You don’t want your commander standing in the middle of the enemy’s ranks.
Structured combat environments – You can fight enemies outdoors, but Citizen Zero really shines in more structured combat settings. For example, you will encounter alarm panels throughout most enemy bases. If an officer activates the alarm, doors slam shut, turrets activate, reinforcements are summoned and interception squads are added behind your team. The team can usually deal with this, but it slows them down, costs them team lives and in some cases, puts the whole mission at risk. Weapon emplacements can be used by enemies, but can be turned against their owners. Snipers tend to lurk in hidden and inaccessible places. This means that players need to use the mission layouts to their advantage, find cover, and be aware of tactically important points during a battle. It also means that the same enemies will play in very different ways if the environment is arranged differently.
When we team up and head out on missions, how diverse a range of computer-controlled opponents will we have to fight? What are some examples of different ones?
Paul McInnes: The game features a wide variety of opponents that are each designed to have a strong “personality”, work well as part of a mixed group, adapt to different settings (e.g. use alarm panels), and move and act in a way that keeps the firefights fluid and exciting. The most obvious difference is that enemies are mobile and often elusive, will hide behind cover and move around to outmaneuver the players. This is a game where the combat is a firefight, not a melee.
Assassins are acrobatic enemies with the ability to turn invisible and do heavy damage from behind. More advanced versions can use grenades and mines, heal themselves while invisible and use fast regeneration shields.
Shocktroopers are enemies with medium armor and a powerful directional shield that protects them from most attacks from the front if they are crouched behind the shield. This means that players need to use grenades, anti-shield weapons or get behind the troopers in order to defeat them.
Walkers are mech-like bipedal security robots. They are the least mobile of all enemies, but make up for it with heavy defenses and various weapon systems. The strongest walkers can dominate a room, forcing players to use cover and indirect attacks to bring them down.
Missions in online worlds are often seen as repetitive. How do you intend to make and keep them fresh in your game?
Paul McInnes: There are hundreds of mission layouts in the game based on five outdoor settings and four indoor styles (military, research, machina and urban). The enemies and other elements (e.g. alarm panels) are dynamically selected and positioned based on the defending faction, mission level and difficulty.
The different mission types play quite differently (e.g. rescuing hostages versus killing a VIP). Players can tackle missions of different difficulties, ranging from easy to legendary, providing a range of challenges to suit all levels of player skill.
Shifting the discussion away for topics directly related to combat, what kinds of major activities will there be aside from fighting?
Paul McInnes: Each character has its main class, which determines combat abilities and sets of skills that give access to RPG or non-combat roles. The “secondary classes” include:
Survivalist: expert in outdoor adventuring, dealing with HKs, locating and extracting resources and stripping extra loot from enemies defeated in the wilderness.
Splicer: expert in stripping security protection from loot items and creating computer “scripts” for tweaking performance of machine parts, character implants and some items.
Crafter: expert in refurbishing and upgrading game items of various kinds.
Blackmarketeer: character has access to fences and other dodgy NPCs, allowing them to find and sell illegal and proscribed items.
What is the status of development at the moment, and which aspects if any have received particular attention and emphasis?
Paul McInnes: The game is in early alpha. We have been developing the technology for over five years now. We have been developing the game itself for two years on the Xbox, but we maintained the PC client as part of the BigWorld technology program and the game is fully playable on PC.
What plans do you have for public beta testing? What is your projected release date and how confident are you of meeting it?
Paul McInnes: There will be an open beta in the middle of 2005, with a closed beta some months before.
The PC version of the game will ship late 2005, with the Xbox version to follow in early 2006.
Afterwards, Citizen Zero fell completely into oblivion. It was only revoked in February 2007, more than 2 and a half years after the IGN interview, in a press release, relayed by Gamesindustry, announcing its cancellation and the announcement of another MMORPG project titled Super Spy Online:
Micro Forté, a leading Australian developer of MMOs, today announced that it has cancelled development on the “Citizen Zero” project, with internal development now focused on a top secret spy-themed MMO.
Steve Wang – Head of Studios for Micro Forté commented, “Although we were sad to stop working on CZ, we are extremely excited about the progress of our spy project.”
The top secret project has been in production since mid ’06 with a core development team working out of Micro Forté’s Australian studio.
“We’re not giving too much away at this stage,” commented Micro Forté Lead Designer, Paul McInnes, “Obviously our new project is a spy-themed MMO, but it incorporates new game-play elements and technologies that we are really looking forward to delivering to the public.”
Steve Wang added, “We are at an exciting crossroads where many new game-play styles and experiences have become possible in virtual world environments. This is a great opportunity for us to leverage our 7 years of development in the MMO space to bring the social MMO experience together with game-play that has been traditionally the domain of single player games.”
It is unclear why Citizen Zero was cancelled after more than 4 years of development. During the GDC 2002, Gamespot revealed that the BigWorld engine required a budget of about $8 million dollars alone:
Micro Forté, the developer of Fallout Tactics, has announced an early-access program for its BigWorld game engine. The program will let developers license the engine, which is the result of an investment of some three years of development and about $8 million dollars.
After the cancellation of Super Spy Online and the failure of their multiplayer Arena ShooterKwari, both critically and financially, Micro Forté and BigWorld were sold to Wargaming.net in August 2012 for $45 million, becoming Wargaming Australia. In October 2022, the development studio was acquired by Riot Games, and rebranded as Riot Sydney. Wargaming has retained the technology that powered their games, on which Citizen Zero was based, alongside the publishing arm of the company.
EverQuest Next is a canceled Free-To-Play sandbox fantasy Massively Multiplayer Online Role-Playing Game developed and published by Sony Online Entertainment for the PC and the Playstation 4 from 2009 to 2016. It was based on the EverQuest franchise.
First indications of the development of a new installment of EverQuest were revealed in April 2009, when Rich Waters, creative director of the franchise, wrote a dedicated chapter on the future of the series titled EverQuest Next, in the book EverQuest: The 10th Anniversary:
Recently, we got our hands on a copy of the 10th Anniversary EverQuest Book. The last chapter of this book is intriguingly titled “EverQuest Next” and was individually written by EverQuest Creative Director, Rich Waters: “So you can see there’s a lot to wrestle with as we begin laying the foundation for EverQuest ‘Next.’ As I write this, we have concept artists and game designers working hard in our studio-taking the lessons of the past, the best parts of the present and the most promising ideas for the future-to bring the world of Norrath to a new generation of players, as well as the dedicated legions of fans who made the EverQuest franchise timeless. I hope we’ll see you there.”
This new EverQuest project was officially announced in August 2010, during the SOE Fan Faire Event, as we can read on Engadget:
The third edition in the EverQuest franchise was teased by Sony Online Entertainment prez John Smedley this weekend at SOE’s annual Fan Faire event. The publisher also held an extended panel on it — tentatively titled EverQuest Next — where Smedley revealed that the game will have “less classes” and be “more like EverQuest 1” in that regard. He also said it has been “built from the ground up to be scaleable” and that it’ll be playable on anything from “a laptop” to “a powerful PC.”
The following years, the game was still shown annually with information shared here and there: in July 2011, during the SOE Fan Faire, Smedley announced the use of ForgeLight as graphics engine:
John Smedley, CEO of Sony Online Entertainment, his tech team and the team behind Planetside 2 are building a new core engine called Forge Light which will have all of the tech bells and whistles needed to bring SOE’s new MMOs into the next generation. Partnering with Nvidia to build in use of the PhysX API has allowed some amazing complexity to everything from the physics of vehicle movement in Planetside 2 to the expression of a characters face in the next EverQuest title.
“Think about this, EverQuest players, think about a physics engine that is built into every single aspect of your gameplay. We’ve partnered with Nvidia and their amazing PhysX platform. It means that we can bring you the most amazing characters and environments ever seen before in an MMO, or a single player game.”
During SOE Live in October 2012, Smedley revealed that the project had been reworked and showed new ambitions:
“I have to be honest with you. We have completely blown up the design of EverQuest Next. For the last year and a half we have been working on something we are not ready to show. Why did we blow up the design? The design was evolutionary. It was EverQuest III. It was something that was slightly better that what had come before it. It was slightly better. What we are building is something that we will be very proud to call EverQuest. It will be the largest sandbox style MMO ever designed. The same exciting content delivered in a new way. Something you’ve never seen before. The MMO world has never seen before. We didn’t want more Kill 10 Rats quests. We didn’t want more of the same. If you look at the MMOs out there, they’re delivering the same content over and over again. So are we. We need to change that. When we released EverQuest, we changed the world. We want to do that again with a different type of game.
What I will commit to is, at the next Fan Faire, not only will you get to see it but you will get to touch it. Most of the EverQuest Next devs are in this room. If you get them drunk enough they might tell you. They’re led by Dave Georgeson. Terry Michaels. Vets from EverQuest and EverQuest 2. We are remaking Norrath unlike anything you’ve ever seen, but you’ll recognize it. I’m sorry we don’t have anything to show for it, but I wanted to be honest with you and tell you a little bit about it. Keep the faith.”
Finally, the game was officially shown in August 2013 during SOE Live. For the occasion, Engadget wrote an article explaining several new features:
EverQuest Next is set in the realm of Norrath, but this is a rebooted version of those lands. Veteran players will find familiar places and names in the lore and setting, but they won’t have a monopoly on the knowledge of this world; players new to the franchise can be equally comfortable because everyone is discovering this new world at the same time.
There are two main aspects of this world that really take things to a new level in gaming, and both involve composition, just in different ways.
First, everything in EverQuest Next is made of voxels, it means everything in the world can be destroyed! If you wanted a way to affect the world, just envision actually blowing up a bridge to keep mobs from getting to you or collapsing a tunnel so no one else happening by for a while can find the cavern and quests underneath. Although these changes aren’t totally permanent, they will be around for a while; after a time the world itself will respawn, thereby preventing players from completely destroying the world — and therefore the game — forever.
Of course, just because everything can be destroyed doesn’t mean the devs will let you! As Georgeson explained to me, if some areas weren’t restricted, Qeynos would become a parking lot in no time. Keep in mind, though, such restrictions are only on players, not mobs.
The second compositional aspect is the fact that the world of EQ Next is not restricted to its surface. I am not talking about a few scattered underground caverns, either; I am talking about a completely designed world from crust to core. Since you can start digging pretty much anywhere, you will actually find content as you go deeper and deeper and deeper still. This layered content isn’t necessarily static, either. Lower levels are procedurally generated and can be closed off by dev-induced earthquakes or crop up elsewhere.
While players will still come across typical MMO tasks to complete, the whole process will be more organic. If you see a need, you fill a need. There are no glowy icons floating overhead.
Consider this scenario: You come upon a band of orcs attacking a small settlement. You can continue on your merry way, or you can jump in and aid one side. But which one? Do you protect the humans, or do you assist the orcs? Helping the humans can open up opportunities for you to work with them in the future because they will remember your deeds and react accordingly. On the other hand, helping the orcs can be advantageous as well; it might just be that they offer you training in a class you couldn’t access otherwise.
Next up is the big world-wide public quest. Dubbed Rallying Calls, these public quests are a bit different from what you are used to. For one, they aren’t quick. These quests will develop over a few months’ time. And again, choices matter here; what players do during that time will affect what happens at the next stage. Let me illustrate: A Rallying Call to build Halas starts. First, you might make a little tent settlement. But what if gnolls start attacking? Do you go hunt the gnolls, build up a wall for protection, or pick a new spot? Every action will have consequences, even if not immediate. This whole thing will develop based on what players do. When one Rallying Call finally concludes, another will roll out. Once one is done, it won’t start up again with the next batch of players. In other words, when Halas is built, it stays permanently built.
NPCs will retain memories about your choices and will react accordingly as the game goes on. Think of the orc scenario above: The orcs may become your allies, but townsfolks and guards sure won’t be liking you very much, so chances are you will not be privy to quests they could have offered.
The mobs will also be more intelligent in EverQuest Next. The AI will be programmed with a set of likes and dislikes, so NPCs and mobs will move around and live in the world according to that set of ideas. You won’t find a static spawn in the same place indefinitely. Those orcs from earlier? They like to live along quiet roads, not near guarded cities. They also don’t like being beaten to a pulp by adventurers. So if a city starts encroaching on their habitat or adventurers keep handing their butts to them, the orcs are going to literally pick up stakes and move to a more hospitable environment.
As you can see, the world is not going to be the same over time; it’s going to evolve. If you leave the game and come back later, things aren’t going to be just how you left them. Your choices combined with the evolving world mean that you will have a personally unique experience in the game. And not only that, but because conditions and choices cannot be mimicked, even your own alts will have a unique experience!
Combat will consist of four skills and four weapon moves at a time. The weapon moves depend on what weapon you have equipped, and what skills you have at your disposal depends on what classes you have discovered and learned. That’s classes plural: You can multi-class indefinitely. And you get to mix and match the skills from the various classes to make a build you like.
There are also no levels or in this game, although your character does still progress. And in a really neat twist, all players can play together regardless of how long they have been in the game, even if one friend is a three-year veteran and the other is brand-new. Instead of mentoring or sidekicking, the older player can just choose to work on a set of skills that s/he hasn’t developed yet.
As for movement in the game — do you like Parkour? If so, then you are in luck! Avatars no longer have just three movements of walk, run, or awkward jump; now they can move along the terrain in a more natural way.
On the left: In 2011, EverQuest III art direction was more realistic. On the right: In 2013, EverQuest Next art direction took a more cartoony approach.
Alongside this title, Sony Online Entertainment also announced the development of Landmark, formerly EverQuest Next Landmark, a content creation tool using the same Voxel-based technology as EverQuest Next. Over time, Landmark would have had features similar to those of EverQuest Next, in particular a Player Versus Player mode:
What will be the differences between Landmark and EverQuest Next, will you tell me? Dave Georgeson replies:
“EverQuest Next focuses more on the story and the various narrative axes. Instead, Landmark emphasizes exploration, creativity and sharing. But in the end, many of the features of EverQuest Next will be present in Landmark.”
EverQuest Landmark will offer an experience worthy of a complete MMO. According to the same man, a PvP mode will be added.
After its big announcement, EverQuest Next became more discreet over the months. New details regarding some playable classes were shared during SOE Live 2014, but it was mostly Landmark that was highlighted during this time.
The year 2015 was a turning point for Sony Online Entertainment: in February, the studio was acquired from Sony by Columbus Nova and rebranded as Daybreak Game Company. Shortly after, several employees and managers were fired, in an attempt to make the company more profitable, among them was project manager David Georgeson:
Last week, Sony and investment firm Columbus Nova announced that Sony Online Entertainment had been sold. The studio has been renamed. Now it seems, staffing changes are underway that reported see significant departure of talent.
Michele Cagle, senior director of global communications at Daybreak, confirmed the staffing changes in an email to us. “As part of a strategic decision to rationalize the business, Daybreak Game Company announced today that it will eliminate positions in both its San Diego and Austin studios,” she says. “This alignment of resources better positions the newly independent studio for future growth opportunities and developments, including delivering on its legacy of making top online games and establishing a solid foundation for future multi-platform success. These reductions will not affect the operation of current games and the company will continue on its mission to partner with its player community to drive the future and push the boundaries of online gaming.”
Dave Georgeson, who has led the EverQuest franchise for over five years, has confirmed he is no longer with the company. In a response to an inquiry, he also confirms that his departure was unplanned.
In June, the team behind Landmark at Daybreak Game Company shifted its focus on the development of EverQuest Next, and the following month, John Smedley stepped down as CEO, and was replaced by Russell Shanks.
During this long period, no mention was made of EverQuest Next, and it was not until March 2016 that the game was officially canceled as we can read on The Verge:
Games studio Daybreak Game Company has canceled EverQuest Next, an upcoming free-to-play MMO that was supposed to be a successor to numerous EverQuest titles. In a statement posted on the studio’s website, Daybreak Game Company’s president, Russell Shanks, said the title just simply didn’t live up the franchise’s standards.
“As we put together the pieces, we found that it wasn’t fun,” writes Shanks. “In final review, we had to face the fact that EverQuest Next would not meet the expectations we — and all of you — have for the worlds of Norrath.”
Three months after the cancellation of the game, Landmark was officially launched from Early Access. The servers were shutdown in February 2017, less than a year after its launch. To date, the EverQuest franchise has never returned to the limelight, although EverQuest II is still supported 18 years after its release, as its last expansion was released in November 2022.
Some explanations behind concept arts were taken from Giantbomb.
Raiders of the Deep (codenamed Project Submarine) is a canceled futuristic military Free-To-Play multiplayer First-Person Shooter developed around 2013-2014 by Spark Unlimited for the Xbox One.
Information about this game are pretty scarce as it was never announced. Following information about the story, game design concepts and features were shared in a PDF file by former Spark’s developer Sam Wey:
I was given the responsibility to compose a game design pitch document and PowerPoint presentation for a triple A title to be pitched to Microsoft. I managed the support of two artists and was able to bounce ideas off of the veteran designers around me. Now that Spark doesn’t exist anymore, I think it’s safe to show this.
In the near future ice caps have melted and most of the earth is covered in water. National governments have been rendered powerless in the face mega corporations that violently battle for power. These corporations store and transport valuable data caches in offshore submarines piloted by bands of “deep sea raiders”. Corporate espionage has taken the form of violent confrontations between these underwater pirates. They plunder each other for these valuable data caches, risking life and limb for wealth, power and prestige. The aesthetic of this near future is sleek but grounded in a gritty realism of believable, familiar technology.
Raiders of the Deep is a free-to-play, competitive multiplayer, first-person-shooter that utilizes ship customization, level orientation changes and free flowing water simulation to dynamically change map layout and combat strategy. This will be a uniquely next gen experience only made possible by the next generation console technology, the incredible FX capabilities of Unreal 4 Engine and Phys-X GPU water simulations. It is a game about assembling your level from pre-made rooms, customizing them with items bought and earned, and then squaring off your ship against your opponent’s – creating an online arena that’s always half familiar, half unknown. It’s a game about assuming the role of a mercenary on a submarine of your own design or fellow clan member’s vessel – giving orders or executing orders while leveling up distinct character classes. It’s a game tailor made for league play, one that allows for true leadership and teamwork, raiding-like rewards, side “bets” before matches, taunting and bribing – it’s perfect for eSports or competitive gamers of all skill levels. Most of all, it’s a game that will start small, focused and fun, and can expand – based on player feedback – in a variety of exciting directions.
Key Features
Your Ship, Your Way: Submarine customization – Choose from predesigned ship layouts or swap and rotate rooms, then add decorations and themes. Tons of customization options to buy or earn to make your level truly reflect your personality and strategic approach.
Truly Dynamic and Interactive Backgrounds – As your submarine sinks, damaged rooms will flood and the whole environment will turn on its side and even flip upside down. This will instantly change map layout and as a result map strategy changes. Destroy ship systems to cut lights or overtake the command center to gain control of auto-turrets. Use the level itself as a tool and a weapon to overcome the odds.
Free Flowing Water Simulation Gameplay – This will define the next generation gaming experience with water simulations only possible on the Xbox One with the help of Unreal 4, Phys-X, and Thunderhead cloud computing. Flood compartments to change the playing field. Force opponents to surface for air to setup a headshot. Lurk under the water surface and take the enemy by surprise. As the submarine tilts, water will flow from one compartment to the next.
The Madden of Shooters: Playbook System – Play like a well practiced clan even with complete strangers. Setup custom or use pre-loaded context-sensitive “plays” before breaches and give on-the-fly orders or follow the orders of your teammates for bonus XP. Plan your own sequences on Smart Glass and share them with friends. Use teamwork, fake-outs, traps and advanced tactics to outsmart and outgun the other clan.
Free to Play / Free to Win – A fully featured shooter with no entrance fee. In-App-Purchases for extra in-game currency or specialized costumes / items are available, but everything is based on Pay to Enhance (and show off), not pay to Win.
Knowing is Half the Battle – Each time you play, one half of the multiplayer online battle arena will be yours (or your clan’s), the other half will be a mystery until you board your enemy’s sub. Bazillions of possible combinations.
Clan Classes – Cloak yourself as a Saboteur and map out the enemy’s ship for your team, quickly hack equipment or find shortcuts as an Engineer, go guns blazing and lay traps as a Raider or stomp through corridors slowly as an armored Deep Diver. As the game grows so will the number of Classes…
Level Up and Collect – Advance in four different classes, unlock tons of weapons andabilities, and personalize your character’s look to a staggering degree.
A True Team Sport – Fully supports Tournament Play and eSports with optional clan rooms, specialized leaderboards, pre-set play times, uniform elements, league web pages, and recording and uploading match videos to brag and review replays to sharpen tactics.
At its core, Raiders of the Deep is a version of capture the flag enhanced with point control. Before a game begins, players will enter a lobby where each team will vote on a map layout for their respective team as well as what room to place the data cache (flag) in. When the conflict begins, the two teams’ ships dock with one another. The ships will be connected through airlocks. The goal is to board the enemy’s ship through these airlocks, find “data caches”, hack them, and return to the command room of your ship with the data. These data caches could be anywhere the opposing team voted to place them, so no two games will ever be the same. The control points will enable or disable defense systems; easing access to the rooms that contain the data caches. This will be the main gameplay mode but it will only be one of many types of gameplay offered.
Breach or Be Breached:
Battles will begin with you either assaulting the enemy’s ship or defending your own, but the gameplay then stretches between the two sides.
Set up Breach Plans as the Attack – Select where to enter. Set up fake outs. Try to bribe members of the opposing ship.
Set up Traps as the Defender – Determine where the opposing team will breach. Place traps. Take cover.
Attack and Defend:
The heart of the gameplay is the gathering of data caches from the opponent’s ship.
Combat – Battle opposing team crew members.
Find Data Caches – Various rooms have different amounts of data, hack the systems or defend hackers while they collect the data.
Return Enemy Data to Your Command Room – Take the data back yourself or guard the data carrier.
Complete Side Objectives – Some rooms are connected with ship systems, hack these for various bonuses (cut out lights, turn off / take control of auto defenses, etc).
Defend Data Caches – Try to keep the opposing team from hacking your ship’s systems by laying traps and taking defensive positions in key rooms.
Eliminate Data Carriers – Take out the enemy carrying your data before he is able to upload it in their Command Room.
Collect Winnings:
Overcoming the other team isn’t just for bragging rights…
Earn XP and Cash – These are used to level up your character class and buy new character and ship items.
Roll for Rare Goods – When you win your team will get a variety of rare items, which can be “rolled” to see who gets them.
Ship Customization
The player will be able to build his ship in an offline mode on the XBox One or by using their Smart Glass app on a phone or tablet. The player will be able to move each of the ships rooms where he feels is strategically the best. He will then hide his Data Cache in a safe in one of these rooms. The player will be able to save out different ship load outs that he can then access during online play. This customization will enable each match to be different depending on how the Clan would like to defend or attack.
Point Control
While the core of the gameplay is capture the flag with data caches, it is the Point Control mechanic that will keep map strategy dynamic and interesting. The Point Control element will have different strategic effects on gameplay. The defending team will have many defensive features on their ship which will be countered by the difficulty of defending so many vital systems rooms. Attacking teams will have the benefit of quickly changing targeted rooms. Attacking rooms in a strategic sequence will cause a cascade of chaos that will win the match.
For example, taking out an opponent’s reactor will take out command center functionality which weakens the defense turret systems. The weakened defensive systems will give the attacking team access to assault the medical bay which slows reinforcements which in turn, buys them time to find and decrypt the data caches.
Water Core Game Mechanic
Water will be the wild card in every firefight. It can be your savior in one battle only to suffocate you in an icy death in the next. Water will dynamically change level layout and strategy through both changes in orientation of the whole submarine and water levels of each compartment.
Example Gameplay Beats of Action:
When the firefight began, the pump room was dry. As the gun battle rages, the hull is damaged and water begins flooding into the room. A thousand pounds of pressure forces water through the hull of your submarine and is altering the layout of the arena. Soldiers on the low ground begin wading slowly in the waist deep water and being picked off by the enemy in the high ground. As water overtakes the high ground, troops resort to diving deep and sneaking up on the enemy with combat knives. Water fills the compartment to the ceiling and the few survivors are now clustered at and gasping for air in the few air pockets where they can keep their heads above water. Reinforcements breach a blast door and water flows into and floods the other compartments while drones seal the damaged hull.
Water mechanics:
Water’s effect on players
○ Knee high water slows down players
○ Waist deep water slows players more; crouching allows you to hide under water.
○ Fully flooded compartments will only have a few air pockets above water and most combat will take place under water.
Water’s effect on the environment
o Damaged rooms start flooding, flooded areas of the ship will start sinking and the whole ship will start to tilt effectively changing the layout and strategy of a given arena.
Natural Water Simulation Behavior
○ The flow of water from one compartment to the next will cause players to slide.
○ The volume of water is maintained when water flows from one compartment to the next.
○ If both compartments have the same level of water:
■ then no water level change will occur.
○ If one compartment is filled to the ceiling and then the hatch is blown open to an empty compartment:
■ then players in the empty compartment will get knocked off their feet from the flooding water and the players in the full compartment will be pulled into the empty compartment.
■ active stand up minigame- after being thrown off their feet, players will scramble to get up again to continue combat. Skillfully using the two analogue sticks to rebalance and orient yourself quickly will allow you to shoot or find cover first. It’s the difference between a quick jump up on to your feet (best) and a hobbled slow stand up(suboptimal).
Different character classes and loadouts will favor dry room fighting versus wet room fighting.
Example of wet loadout
○ wet suit
○ rebreather
○ gas powered harpoon
■ most ballistic weapons will not fire underwater. the harpoon gun provides superior underwater ranged combat. It impales players and pulls them in for a brutal melee kill.
Example of dry loadout
○ heavy armor
○ thermal vision
○ freeze grenade
■ a well aimed and timed freeze grenade will freeze your opponent in the water, float them to the top, making them vulnerable for execution.
Playbook System
We all wish we could be as coordinated as a clan but most players never have the opportunity to have this experience because most just jump into public matches. The playbook system will come with proven “plays” that will automatically delegate responsibilities to team members. Instructions and timings will appear on their HUD and waypoints will appear in the world. The following are example plays:
Offensive Plays
○ Breach and Clear
■ Player A begins torching the airlock hatch to breach it.
■ Players B and C gets in position to cover angles on airlock hatch.
■ Player D primes flash grenade to be tossed in the second hatch is breached.
■ Players E, F, and G prepare to rush in.
■ 3, 2, 1… BREACH!
■ Player D tosses in flash grenade which promptly explodes.
■ Players B and C provide cover fire while Players E, F, and G move in and clear the room.
Defensive Plays
○ Ambush
■ Players A, B, and C hide behind columns
■ Players D, E, and F hide behind supply boxes.
■ Player E provides sniper cover from above.
■ Wait for breach and wait for all players to commit to entering the room.
■ Fire!
In other competitive multiplayer games this level of teamwork and coordination is out of reach for 99% of players. This system of automated delegation and timing system will give players a sense of cohesion even on public matches. The XP and in-game currency rewards for good execution will incentivize teamwork. Any team member can call plays but players of higher level will overrule lower level players.
Secondary Game Mechanics
Classes
The player will choose to play as one of the following classes. Each will have distinct weapons and abilities to suit different play styles and counter enemy tactics. Some classes will be inherently better at wet or dry combat. The wet and dry loadouts will modify these characteristics so players can adapt to the current state of the battlefield.
Saboteur – This light class will be a master of speed, stealth and reconnaissance. When cloaked, enemies will only see a faint distortion at regular intervals. Saboteurs will provide vital information to fellow teammates by removing the “fog of war” from the minimap for their teammates. While too weak to stage an offensive alone, by employing the cloak and infiltrating rooms before breaches they will provide spotting of enemy locations for their teammates.
Raider – This heavy class will be the bread and butter of combat providing both defensive and offensive firepower. If a lighter class opponent does not use the environment to their advantage, the Raider will dominate in a head to head firefight.
Engineer– This medium class is vital in his support of the team through his mastery of structural, electrical and software engineering. The engineer can hack enemy turret systems, decrypt enemy data caches faster and find shortcuts for the saboteur. When divers damage the hull and compartments start flooding, the engineer deploys drones to repair it.
Diver– As the most adept swimmer and demolitions expert, this medium class is vital to any boarding party. The diver can set charges to destroy a ship’s hull and vital systems. Destroying a ship’s hull causes flooding which alters the environment in the diver’s favor. The diver is also fastest at breaching but requires the support of other divers and raiders to survive a firefight.
According to his LinkedIn profile, Sam Wey left Spark Unlimited in July 2013, just after the release of Lost Planet 3. He is credited in the ‘special thanks’ section of Yaiba: Ninja Gaiden Z, the last game released by Spark, in March 2014.
In May 2015, Spark Unlimited ceased any activities in game development. As we can read on Polygon, it seems Raiders of the Deep might have been canceled in the process:
Los Angeles-based Spark Unlimited, the developer behind Lost Planet 3, Legendary and Yaiba: Ninja Gaiden Z, is no longer making games and has laid off all of its employees, a former employee of the company told Polygon today.
John Butrovich, Chief Technical Officer at Spark Unlimited, confirmed to Polygon that “it’s the end of Spark as a game developer.” Principal members of the studio “have decided to move on to other things,” Butrovich said, and confirmed that Spark Unlimited co-founder Craig Allen resigned as president and CEO from the company late last year “to pursue other ventures and interests.”
Butrovich said that Spark’s in-development free-to-play game was canceled, as were other projects at the studio, leading to the company shutting down game development.
If you know someone else who worked on Raiders of the Deep and could help us preserve more screenshots, footage or details, please let us know!
This website uses cookies to improve your experience, by continuing to browse the site you are agreeing to the use of cookies. Find out more about cookies.Hide
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.