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!
Stargate Worlds is a canceled futuristic sci-fi Massively Multiplayer Online Role-Playing Game developed from 2006 to 2009 by Cheyenne Mountain Entertainment and published by FireSky, exclusively for PC. It was based on the television series Stargate SG-1.
Stargate Worlds was officially announced in January 2006 by the Metro-Goldwyn-Mayer, rights holder of the Stargate franchise:
MGM and Cheyenne Mountain Entertainment today announced that work has begun on Stargate Worlds, a massively multi-player online role-playing game (“MMORPG” to those in the know) based on the hit TV franchise.
“Stargate Worlds is an MMO that provides players with a form of exploration, adventure and ranged combat set in worlds of historical human time periods, alien environments, and outer space locations,” according to the announcement. “Players will travel through the Stargate as a team of soldiers and scientists where they can forge alliances, establish trade, investigate ancient mysteries, and defend Earth from such hostile forces as the Goa’uld and the Ori in an immense multiplayer universe.”
The developer’s official Web site offers more on the game:
Stargate Worlds provides players with a form of ranged combat unique to MMORPG that will take full advantage of modern and science fiction weaponry, cover, and terrain. Players will be able to form squads with their friends or use bots for players who want to go solo. Squad leaders will control maneuvers and objectives through an innovative combat control interface. Players may choose to create characters that are members of either the SGC (the Good Guys) or the System Lords (the Bad Guys). Characters are equipped with varied and mixed skills, with the choice to form such classes as Research, Combat Marine, Medical, Scientific, Diplomatic, Engineering, Archeological, and Exploration. PVP will be possible between the two alliances on many contested worlds, actually swaying the balance of power on those planets, and unlocking hidden content. Cooperative play will also be possible, and players will be encouraged to forge temporary alliances to deal with greater threats, such as the Ori.
The universe evolves as players inhabit and vie for control over alien worlds. Local populations will shift their allegiance between the two alliances. Outside threats, such as the Ori, will conspire to further change the face of these worlds. Players will be able to tip the balance of power on these worlds, beating back the Ori invasion, and swaying the local populations to their side through quests, combat and trade. Whether you are a solitary explorer, master tradesman, or commander of a massive armed force — your every action will alter the worlds of the Stargate universe.
The game was using the Unreal Engine 3 and screenwriters Brad Wright and Robert C. Cooper were hired as creative consultant. During its first two years, Stargate Worlds development progressed smoothly, and some details regarding the story and playable classes were shared:
What sorts of characters and character classes will you be able to play? Will you only be able to play as members of the Stargate team, or can you play as members of other factions?
RN: We want the players to be the stars of their own show. This means we can’t keep retelling the story of SG-1. We’re going to let players choose from seven archetypes–Jaffa, Goa’uld, Asgard, and human soldier, scientist, archeologist, and commando–when they create a character. Players will be able to specialize their characters using a skill tree, allowing them to further refine their role. There will be two factions in the game at launch. One side will feature the Asgard, Free Jaffa, and humans; the other side has the Goa’uld, Loyal Jaffa, and humans.
GS: We understand that exploration will play a key role in the game. Will this mainly be done on foot? Will there be any vehicle or starship travel, or vehicular combat?
RN: At launch, Stargate Worlds will focus on the original Stargate experience. It’s not a game of vehicle combat, and there won’t be player-controlled starships. Players will be able to use starships for transport, but the primary method for getting around the galaxy is the Stargate.
GS: We learned at GDC that the game will be set during seasons three, four, five, six, seven, and eight of the TV show’s run. Why the latter years and not the early ones, and what kind of story possibilities emerge due to this decision?
RN: The most important thing to remember about the timeline is that we’re not retelling the story of Stargate SG-1. Our story will be happening roughly concurrently with the events you saw during those seasons, like the Replicator War, the Apophis War, the Tok’ra war with the Goa’uld, and the Jaffa Civil War. These events form a dramatic backdrop for our story to play out against.
GS: We understand that the game was intended to draw upon content from both Stargate SG-1 and Atlantis. Will it draw upon both series evenly, or will it favor one universe or time frame over another?
RN: The action in Stargate Worlds at launch takes place in our galaxy, so you can say that it draws more from SG-1 than Atlantis, although you can see from some of our screenshots that an Atlantis-like city is one of the sites characters will visit. Atlantis is a good candidate for our first expansion pack, and we’re looking at a variety of options.
Regarding playable classes, named ‘archetypes’, everything was saved from the Wiki Fandom dedicated to the game. As it was canceled before being finished, some archetypes could have been changed during development:
Archaeologists would specialize in ancient cultures and languages. They would be able to ‘blend in with the locals’ to gather intelligence or ambush the enemy. This ‘blending in’ uses Asgard holographic technology to assume the appearance of others. Archaeologists could also be quite adept in aggro management, perhaps by being superb negotiators or good at hiding, making them good solo characters, in addition to their ability to solve puzzles.
Asgard would be physically frail, but would be masters of technology and would have a strong science ability. They depend on clone technology to survive and thrive. By calling upon different types of drones to attack, defend, heal, or analyze, the Asgard would be a true jack-of-all-trades. When faced with dire circumstances, the Asgard could also bring in their mighty starships to devastate the enemy with orbital bombardments in the form of a special attack.
Goa’uld would gain much of their power from their servants. With the ability to command several different types of minions, the Goa’uld could become almost as versatile as the Asgard. These minions would include Jaffa. In addition to their minions, Goa’ulds also have access to poisons that can be used to cripple enemies. They can also specialize in Ashrak technologies, such as phase cloaking, becoming masters of stealthy attacks. As the evil counterparts to the Asgard, the Goa’uld may be able to call in their Ha’tak bombers to bombard the enemy as a special attack. The Goa’uld character would be the symbiote and would at times and at a “cost” be able to choose to enter a new host. However player Goa’uld would not be able to take over other players’ hosts.
Jaffa in the game were much like the Jaffa in the show. In addition to its devastating ranged attack, the Jaffa staff weapon could also be used in melee combat. Displaying solidarity and teamwork, Jaffa could use their oaths to strengthen their allies, especially other Jaffa.
Scientists would be a combination of pure scientist and engineer. They could specialize in analyzing, repairing, and using technologies. They could also use new technologies to craft personal upgrades. Their battlefield utility came from the ability to construct devices such as gun turrets, shields, and target inhibitors. They could also specialize in healing and resurrection technology. Like the archaeologist, the scientist could also solve puzzles, but of a technological nature. These puzzles would be in the form of minigames.
Soldiers is valuable for protection when stepping through the stargate. With the ability to specialize in a variety of weapons, including grenades, automatic weapons, machine guns, mortars, and rocket launchers, their job was to unleash firepower on enemies. With additional training, they could also learn basic healing, how to use alien weaponry, and lead teams.
Commando class would give up access to the variety of weapons a soldier class uses, a commando class gaining access to stealth, demolitions, and the sniper rifle. The commando could disrupt, confuse, and neutralize enemies. In addition to ability with stealth, commandos would also have technology to detect stealthed enemies. The commando would be at least one of the archetypes able to deploy and detect traps.
According to an interview from Warcry, a strong emphasis for teamwork was designed by Cheyenne Mountain Entertainment concerning the specificities of each archetype:
Not much is known at present about the exact implementation of the game’s systems, but there are plans to offer both combat classes for the die-hard combatant as well as more tactical and strategic classes like archaeologist or medic. Each class is planned to hold a specific strategic advantage to promote teamwork in the field, and it is proposed that there will be enough classes to provide appeal for a wide array of gameplay styles. Also, in the works are plans to allow players to build structures at offworld locations. From small individual shelters to large-scale corporate headquarters, an entire tech tree is planned to make exploration and gaining footholds on offworlds that much more exciting.
In April 2008, Cheyenne Mountain Entertainment created FireSky, a publishing subsidiary, in order to help the funding and publishing of Stargate Worlds:
FireSky, a new video game publisher, and a subsidiary of Cheyenne Mountain Entertainment, dedicated to improving how gamers play and interact online, announced today that it would publish Stargate Worlds, a massively multiplayer online role playing game (MMORPG) based on MGM’s award-winning Stargate franchise.
However, after the game was launched into closed-beta, troubles occured in December 2008, when various media discovered that company’s developers suffered from payments issues:
Cheyenne Mountain Entertainment, developer for Stargate Worlds MMO, has issued a statement confirming that they do have some “cash-flow issues”.
A website went live counting the number of days since their last pay check, and it currently stands at “25 days”. They’re currently seeking “additional sources of funding” right now.
“At Cheyenne Mountain Entertainment, we have always been upfront with the media and our fans that we are a start up,” reads the response from the company.
“Like many start ups, we face the same cash-flow issues that all pre-revenue companies face. We have maintained a core of dedicated investors, but the new economic realities are forcing us to seek out additional sources of funding and that’s what we’re doing.”
The website days-since-cheyenne-mountain-employees-have-been-paid.com is still running and presumably will continue to run until the team get their earned dosh.
The entire 2009 year was a grueling one for Cheyenne Mountain Entertainment as the company was sued over unpaid bills, which forced its marketing manager, Kevin Ballentine, to issue a statementin April of the same year:
“We are currently negotiating several deals that will cover our financial responsibilities and fund the remainder of development. When we sign those deals, you’ll hear about it. Until then, we’ll keep building Stargate Worlds, because right now, that’s the only thing that matters to us.”
After the departure of its Executive Producer, Cheyenne Mountain Entertainment put the project on-hold and announcedStargate Resistance, an online Third-Person Shooter, in December 2009:
Firesky and Cheyenne Mountain Entertainment, the studio behind the financially troubled but still-in-production MMO role-playing game Stargate Worlds, is working on a second video game title, they announced today. Stargate Resistance is an online, third-person shooter currently in the final stages of development.
“Resistance brings to our fans the kind of gameplay SGW never planned to deliver,” said Chris Klug, the game’s creative consultant and the creative director for Stargate Worlds. “Resistance delivers the combat, weapons and tactics seen so often on the show that many of you have been asking for. I know this game will excite fans who have longed to go toe-to-toe with a Jaffa as well as those who always wanted to dominate the galaxy in ways the MMO could only hint at.”
In the full letter, Klug also speaks to the difficult last year faced by the studio, its decision to remain silent, and its recognition that it needs to rebuild its relationship with fans.
“As well as building this new exciting product, paramount to Firesky’s long-term future is restoring your confidence and trust in us,” he said.
Cheyenne Mountain’s corporate structure has undergone some dramatic changes in the last few weeks, and that has resulted in various actions such as the filing for Chapter 11. Certain parties believed that was the right thing to do, other parties do not and this is still being evaluated and may be rescinded. Even if the bankruptcy should go through, however, Chapter 11 simply allows a company to restructure its debt to a manageable plan approved by the courts. It does not absolve a company of debt, and it does not shut it down or otherwise affect its daily operations. This will all be sorted out in the legal and proper manner, and all of us on the development side of things hope it’s done as quickly as possible.
The studio, heavily downsized, nevertheless, maintained an activity until January 2011, under the name of Dark Comet Games, before being forced to close the Stargate Resistance servers and disappeared.
Stargate Worlds wasn’t the first game based upon the license to be cancelled: a few years ago, Stargate SG-1: The Alliance was canceled after weeks of legal battle. In July 2021, as we can read on The Companion, Steve Garvin, who was Lead Content Designer until June 2009, shared his whole experience during the development of Stargate Worlds:
“The main story was that Ra was coming back and the dark side was trying to leverage it while the light side was trying to stop it. So the two stories were very disparate, a vastly different experience.”
The “dark side” is OP-CORE, a group of humans who are aligned with the Goa’uld.
Some 16 different planets were in development for the game’s initial launch. Among them was Lucia, the yellow-skied homeworld of the Lucian Alliance — never seen on screen in the television series.
The game was eager to expand upon the legend of the Furlings — and the show’s producers were gracious to allow them to do so. “We had this whole idea for the Furling being a single entity that stretches across time, able to see the past and the future.”
“It was mostly a lovely experience. It was a friendly team, we were close and it was a great learning environment with empowering leadership. But it also sucked. We had the great pieces for a good game – never enough to look you in the eye and say it was great – but we were getting there. But what was most disappointing was not getting some of the world-building and Furling stuff out. It would have filled in a lot of gaps in SG-1 lore, and the showrunners agreed that what we had was pretty cool. The fans would have loved it – it was fan service.”
Videos:
Other videos containing various information about the game can be found here.
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