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The War Z -- A New Zombie Survival Experience

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  • The War Z -- A New Zombie Survival Experience

    First details and interview about this hardcore zombie survival title.

    Zombies are everywhere, you’re low on supplies and you’re traveling with people even more destitute than you. You stumble upon another group of survivors who have tons of food but no weapons. Do you use your scarce pistol ammo to kill them and take what you need, or does your moral compass remain strong in a world where the dead now rule?

    This is the world of the upcoming zombie survival MMO, The War Z. Developed by Hammerpoint Interactive and published by Arktos Entertainment Group, this is another take on hardcore survival for PC players. To get more information on it, how it differs itself from the already popular ArmA II mod DayZ, and when we can expect to play it, we conducted an email interview with Arktos Executive Producer Sergey Titov and Hammerpoint Interactive Senior Game Designer Eric Nordin.

    IGN: OK, so let's just get this out of the way right off the bat: How much was this game a reaction to the success of DayZ? Was this in development before the Alpha's release in April?



    Sergey Titov: We started thinking about doing a zombie game last year and began developing a quest-based MMO set in a large, zombie infested world. Players would be able to explore and “unlock” new areas on the map as they progress through quests assigned to them in-game. When DayZ was released to the public we were really excited to see another game that was akin to what we were working on – we were like “wow, that’s cool, we’re not the only ones making something like this." As we saw the popularity of DayZ grow, and how players and the community were reacting, we realized two things – first, there was validation that our idea of making a zombie MMO was actually right and that there is a market/player base for it, and second, we decided to abandon the idea of unlocking parts of the map as you progress – rather, the player will be able to freely roam the world and gather information and quests by exploring notes, diaries, etc left behind by both real players and NPCs.

    So short answer – while we began developing our game before DayZ, we've been encouraged by fact that DayZ has become so popular. And yes, of course some of our latest design decisions were influenced by the DayZ community forums.

    IGN: What do you guys like about DayZ, but feel like you want to do differnetly with The War Z? What do you want to capture that's similar?

    Eric Nordin: Most of our team members are fans of DayZ. We love the way DayZ was able to capture the primal feel of being alone in a big hostile environment, where your biggest enemies are not necessarily zombies, but other players. And these other players are no different from you – they’re scared humans who are trying to survive - this is the same feel we want to capture in WarZ.

    The major difference is that DayZ is a fantastic mod for a hardcore military simulation game, so it is all set in that type of environment. We are creating a standalone game, with the entire world designed around a zombie apocalypse, so that players feel completely immersed in that environment. We want players to see the signs of struggle and destruction from humans fighting with zombies and have that sense of fear and anxiety when they are exploring the world. Additionally, aside from having different characters to play and some other mechanics that we think will really set WarZ apart, the other key difference is that, being a standalone game, it will be much more accessible in terms of being able to buy, download, install, log into a server and play.

    IGN: So will there be multiple maps for people to play on or only one world?

    Sergey Titov: We’ll launch with one world we call “Colorado," but we have more worlds designed, all of which are based on real world locales such as New York, Los Angeles, Paris, etc. We’ll be releasing new worlds/maps as we go and they’ll be available for free to all of our players.



    IGN: What sorts of things can players expect to encounter in the world?

    Eric Nordin: The game is set five years after a “zombie apocalypse," so most of the human population is either dead or turned into zombies. Cities are decaying, resources are scarce and scattered around the world. About a year prior to when the game begins, a special, mutated type of zombie is discovered. These zombies have stem cells can be extracted and used to create a vaccine that cures humans of the zombie virus. People around the world are hunting these “special” zombies, however they can only be found at night, and they are rare, so players will need to go to places where zombies gather in masses – namely – big cities, larger towns, etc. If you hunt these special zombies and extract the stem cells, you’ll be able to sell them to merchants at “safe settlements” for Gold Coins – the most valuable currency in the game.

    While exploring the world, scavenging for supplies, weapons, ammo and gear, players will be able to find “notes” and “diaries” – text pieces left by other players or NPCs. For example, you can find a diary that tells the story of a family escaping their home and running from zombies - and dying one by one. If you read carefully you can find clues that will point you to a place where you can find better equipment. Another scenario would be finding a note from another real player – this note could either help you or lure you into a trap – you never know what other players intentions are.

    There are dozens of towns, villages, even large cities scattered across the world that players will explore looking for rare artifacts. You will be able to team up with other players to raid cities at night in order to find special zombie breeds or higher value gear. Players will also be able to form alliances against other clans.

    IGN: Will you start with a gun?

    Sergey Titov: If you’re playing in hardcore mode, you’ll get some kind of basic gun. In normal Mode you’ll have to find one, but it will be relatively easy to do close to your initial spawn point.



    IGN: How does zombie combat work? Are they hard to lose, do they move fast? Will we have to fight hordes of them at a time, or are they a bit more scarce?

    Eric Nordin: Our zombies are moving slightly slower than you - so with enough patience and enough stamina you can lose them, but it’s not easy to do. Still if you don’t have a gun or run out of ammo and there are zombies in pursuit, there’s a good chance you can lose them. Also, zombies can’t climb ladders or scale walls, open doors, etc – so you get inside a house and barricade the door and you should be safe.

    Depending on location you’ll encounter between one and literally many dozens of zombies at a time. Choosing the right tactics, movement, camouflage (for example you can buy “zombie scent” spray that will save you from being detected in certain situations) or weapon type (silenced weapons are the way to go) you can either end up killing dozens of zombies without being detected or will end up being attacked by hordes attracted by loud sounds, smell, etc.

    IGN: Are necessary supplies only found around towns, how do you lure players into situations where they'll encounter zombies?

    Eric Nordin: Supplies can be found at places where you expect them to be. Ie – if you’re looking for guns, find a police station, military outpost, a gun store, or try to looks inside vehicles. Try to find npc’s diaries, read them and maybe they’ll point to some hidden stash.



    Same goes for other items you can find in a game. Obviously it’s much easier to get something from a single standing house, that may have a few zombies at best, then from a police station in a large city infested with hundreds and thousands of zombies.

    But more important – I think that most of the time it won’t be us luring players into the zombies nest J - it’ll be other players setting traps for you. After all – other humans are way more dangerous than zombies in the world of War Z.

    IGN: What sorts of survival situations might players find themselves in? Do they have to worry about basic needs like food and water, is their a day / night cycle, how do you heal, what kind of medical problems can occur?

    Eric Nordin: Players will need to worry about both food and water, they will need to find place to rest and restore stamina, and will have to use medical supplies to patch wounds and restore health. They will also need to worry about the zombie virus. Once a player has been bitten, their blood will become infected and they will need to find the zombie virus vaccine to cure themselves. If they don't do that, they slowly but surely will be transformed into a brain craving zombie.

    While food and water are the most common resources in the world, players will have a harder time finding both medical supplies and vaccine. Vaccine is especially rare, available only either through the store in safe settlements or from other players.

    There is a day/night cycle, each cycle is a few hours of real world time, so you’ll be able to play both daytime and night time.

    IGN: Why include both first and third person perspectives for players to choose from?

    Sergey Titov: In our experience with previous games we’ve funded (Online Warmongers published “War Inc Battle Zone”) we found that players like this, i.e.: there’s group of players that specifically want to play using third-person camera. So we decided, "why not to give them the option?" Plus first-person mode works better for combat situations, and third-person mode is better for exploring the world.



    IGN: What do you think adding in the option for up to 250 players in a map adds to this type of game?

    Sergey Titov: I think the world should feel real. It should be populated enough to create interesting encounter scenarios, it should allow for enough players to join to create interesting social interactions between different groups of players.

    IGN: What sorts of party options do you plan on having? Can players form actual groups? Clans?

    Eric Nordin: Players can form clans, clans can form alliances or fight each other. Players will be able to friend other players, join a game as groups, be able to communicate with their group members, friends, clan mates. It all will be managed from inside the game session as well as from the game frontend. There’ll be individual and clan leader boards as well.

    IGN: What are safe settlements? Are these places where PVP simply isn't allowed? Doesn't that break the whole system of a land where your life is always in question?

    Eric Nordin: Safe Settlements are settlements built to be safe from zombies in the day time and provide better protection at night. They are also the places where you can find Stores, Message Boards (allows you to post messages about looking for partners, groups or just announce a mission and reward for that mission completion, that can be picked up by other players) and what we refer to as the “post office” where you’ll be able to transfer items from your backpack to your “global inventory” that your other characters will be able to access from the front end menu.

    Basically Safe Settlements are more social hubs for players.

    PVP IS allowed in safe settlements, but by killing somebody you will not only receive an immediate bad reputation, but also will be attacked by NPC sentries guarding the settlement.

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    IGN: What sort of social elements will there be and how will they effect gameplay?

    Eric Nordin: Outside standard things like chat, we’ll offer players the ability to leave “notes” – short messages that can be found by other players. Profanity aside, players will be able to write anything they want there – so for example you can tell players about danger ahead or you can set a trap for them by telling them that there are some cool items lying somewhere nearby and luring them into trap. You can also “call for help” – for example if you are low on health or your blood is contaminated with the zombie virus and you need immediate assistance – you can post this as a message available to all players on a server or just around your immediate area, and you can promise them a specific reward for helping you.



    This alone can create some interesting scenarios – for example one time one of our engineers posted that he needed a zombie vaccine and he would give a very rare scope for an assault rifle in exchange. So he did this to test new code. The person who responded showed up and killed the poor bastard and looted his body. BUT, then he ended up being killed by another guy that came to help.

    We also allow players to trade items, however they will need to think about how well they can trust the other person. For example, will he be honest with you? OR when you drop the item for trade will he kill you and take the item. We tested this part of the game and ran into some pretty interesting scenarios on for humans will behave in situations like this.

    IGN: How do the RPG systems you want to include in The War Z work? What sorts of skills will you learn and how can they be applied?

    Eric Nordin: Let’s start with survivors – your playable characters. At start you can create up to five survivors. When you create your survivor, you will select how you want to play the game – in Normal or Hardcore mode. Normal Mode means that once killed your survivor and his personal inventory (backpack) will be unavailable (i.e. locked out) for a certain period of time. Hardcore mode means permadeath -- all of your experience, score, inventory, etc will be lost.



    As you progress through the game, exploring the world, discovering artifacts and rare items, killing zombies, or helping other players, you will be earning experience. You can use your experience points to learn skills from several skill trees. Each skill tree allows you to train in a certain field – gun handling, survival and medical skills, tracking, etc. For example you can learn how to heal small wounds more efficiently – which will restore more health when using bandages. Or you can increase your stamina, improve your low light adaptation, etc.

    IGN: Why offer a Normal mode? Do you think there's an audience of players who want a DayZ-lite like experience? What sort of downtime will Normal players experience?

    Sergey Titov: We don't really think of our "Normal" mode as “Dayz-lite." We think that there’s a significant number of players, who will want the experience of surviving the hostile environment and interacting with hostile players, but not necessarily want to lose hours and hours of time they invested in building their character and its inventory. We still haven’t locked downtime time but it’s safe to say it will be between 24 to 48 hours. The important thing for us is to provide options in order to make the game fun and have appeal for the most hardcore gamers and also those that want a slightly more "gentle" experience.

    IGN: What sort of regular updates do you plan on giving people who purchase The War Z?

    Sergey Titov: Lets start with obvious fixes and updates like balancing changes, bug fixes, etc. Those will be released on a regular basis. We’ll be releasing new items, new weapons, new characters, etc. Last but not least we’ll be releasing large updates like new game worlds available to all players.

    And of course expect some nice gifts from us for all major holidays.

    IGN: What, ultimately, is the goal for someone playing The War Z? If there a max level? I mean i suppose if you're playing hardcore your goal is just to live for as long as you can, but on normal?

    Sergey Titov: There is no max level in the game. And yes, the ultimate goal is to survive as long as you can. Normal and Hardcore players will have their own separate leaderboards, plus we’ll have special servers where only hardcore players will be allowed, those servers will contain some rare items, not found on mixed servers. Outside of that, for each world there’ll be set of “missions” that you need to complete in order to have the world “100% complete” – those missions range from simple things like “kill X number of zombies’ to more elaborate like “open safe on military base” or “ find this rare item."



    As you explore the world you’ll find what we call “memories” or “echoes” – think of these as diaries left by people who died fighting zombies. Once you find them, you’ll be able to play those scenes as coop missions with your friends.

    IGN: To go on a bit of a tangent...what does MMO mean to your studio? When people hear it they often think of more traditional experiences like WoW or EverQuest. Why do you call The War Z an MMO?

    Eric Nordin: For us MMO means exactly what it says – massive multiplayer online gaming experience. When we allow a large group of people to interact with each other within a game world. Unlike WoW we do not restrict your play to certain servers or shards, we allow you to select any server and play with your friends.

    IGN: So you guys want the game to be a one-time purchase, but you can also acquire in game cash and gold. Will there be micro-transaction options to acquire this as well? What sorts of things can you buy with this currency?

    Sergey Titov: When we thought about how the game will operate, we first asked ourselves – what we as players want. We don’t want to pay a subscription, because what if I don’t have time to play the game regularly? We don’t want to be forced into buying every single upgrade, like new maps just in order to play the game with friends. We don’t want a “pay to win” model. So we said, "OK, we’ll go with a one time fee, that should be lower than $60." So we settled at a $29.99 price point, and we’ll offer a discount to those that pre-order the game.

    As for in-game transactions, we looked at designing that around more of a "convenience" model. In other words, players will be able to make certain micro-transaction purchases in the game, but they will not be for improved weaponry or anything that will give you an unfair power advantage. Instead, players will be able to purchase things that will help save time, such as reviving their character in normal mode, buying slightly more effective food, hydration packs, medkits, etc. To get those things they will need to spend Gold Coins in the game, which can be obtained by hunting down the special, mutated zombies, extracting their stem cells and then selling them in safe settlements or by purchasing them in-game. So, essentially, players will be able to play the complete game without ever engaging in micro-transactions, but the option is there for convenience. Also, we will allow players to rent and manage their own server from inside the game without leaving the game UI.



    IGN: When can we expect to play the beta?

    Sergey Titov: We’re running an internal alpha test right now and expect that we’ll make closed beta available later this summer to selected players that sign up on our website now and to all users that pre-order the game.

    So there you have it: a new zombie survival game that we're being told will be out before the end of the year. What do you guys think? Are you ready for more? Does this sound like the answer to your DayZ-is-hard-to-get-into woes? Let us know in the comments below.

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