Neutrality and criminality in the dystopian setting of Earthrise
Filed under: Sci-fi, Game mechanics, New titles, Earthrise

The developers at Masthead Studios dropped some info about their post-apocalyptic MMO Earthrise today, explaining how they've designed the game to allow freedom of choice. In true sandbox style, players will not be forced to choose between the main factions of Continoma or Noir and can, in fact, remain neutral. Earthrise Community Manager Moll writes in the latest Question of the Week, "Aside from Continoma and Noir as major Factions, there are 10 smaller political groups (called Organizations), and 4 of them will be Neutral and will provide neutral players with quests that allow them to build their Reputation and unlock rewards that cater to their political standings."
Cloning, which may prove to be one of the most vital services players will require, will be independent of faction standings, Moll explains. On that topic of cloning, Earthrise fans have also wondered how criminals can gain access to the same advanced infrastructure used by the more legitimate factions. Or, for that matter, how do criminals gain access to the various resources and markets used by non-criminal players?
Moll explains that Earthrise's criminal element has formed a loosely united society, "operating under their own laws and authority" in their own settlement. Criminal hackers from this settlement (thus far unnamed) have tapped in to the main grid created by Continoma, allowing for criminals to be resurrected. This settlement will also provide a market that will buy back stolen goods and allow for specific factories used by criminal crafters. (No details have been released about whether some items and gear can only be produced in this criminal settlement).
Becoming a fully-fledged criminal in Earthrise may be a difficult path to take, though. Moll explains that their settlement is "hidden away in a distant location where players will have to reach at least a mid-point of their character development to access without excessive risk."
Masthead Studios is taking this approach with the game's outlaws to keep players from jumping into a life of crime right away. Rather, Moll writes, "once players understand the social mechanics of the game and the consequences of criminal life, they can access that distant location as a starting point of their underground life."



















Reader Comments (Page 1 of 1)
PeterD said on 7:38PM 10-12-2009
The more I hear about this game the more it sounds like Anarchy Online -- which is not really a good thing to be honest. I certainly hope people who choose the neutral faction get better treatment than people who did so in AO.
Reply
Harabeck said on 7:59PM 10-12-2009
Huh? What makes you think being neutral would be hard? They have access to four factions they can progress without taking sides and while they remain neutral they can access both capitol cities and thus both markets. Besides, even a poor neutral faction is better than none at all, which is what most games give you.
elfdarc said on 9:53AM 10-13-2009
Kind like how the independant political parties do in countries with well established parties on the extremes: not well.
If enough neutrals get together they can flourish like anyone else, but if you think about it, the best stuff should and will be available to those that take a position other than that of neutrality.
Because it's so polarizing, you get more adventure, more prestige, more drama.