Over the course of this past year Origin
has journeyed into unproven territory with the release of Ultima Online.
By selling through more than 150,000 units and maintaining close to 100,000
active accounts, Ultima Online has proven that the new genre of online
gaming can be profitable. At the same time Origin and Electronic Arts have
established AND maintained a leadership position in the new genre. As the
Fantasy RPG Online genre grows in number with new products, Origin must
look to the future and expand its mastery of the online genre.
Based on the commercially successful Wing
Commander and Privateer franchises, Privateer Online will prove to as much
of a ground-breaking product as was UO when it shipped in 1997. With Wing
Commander’s outstanding performance in the marketplace – outselling Ultima
products two to one – it is not unreasonable to expect significantly greater
subscription numbers than Ultima Online. Also, with the fantasy RPG online
genre already becoming overcrowded, Privateer Online will allow Origin
to attract a new customer demographic and continue Origin’s and EA’s quest
for total dominance of online entertainment.
Privateer Online’s goal is to combine the action-packed space flight simulation of a Wing Commander with the character building elements of the original Privateer and blend them into a vast online community to foster dynamic and synergistic relations between all of its players. Privateer Online will create what will become the ultimate online experience for the next decade.
STORY
Although the war with the Kilrathi has
been over for more than ten years, the Border Worlds remain quiet, and
the first wave of the Nephilim attack has been turned aside, all not quiet
in the universe. Political tension and economic growth set the stage for
the next generation of privateers.
THE FIRST 30 MINUTES OF GAMEPLAY
The success of Privateer Online as a long-term
revenue generator hinges in large part upon its ability to captivate players
from the moment that they install the game and start to play. This means
a streamlined process of entering the game and an easy path to the kind
and level of action that users will want to see every time they play the
game.
ENSURING ACCESSIBILITY
Privateer Online must build an online
audience that is more diverse than merely Privateer and Wing Commander
experts. In order to do this, the game will provide an interface that is
easy to learn for novice players but still allows great personalization
for advanced players. This process will begin with comprehensive tutorials
and continue with effective documentation and readily available assistance
for those in need. A simple, easily localized interface will guarantee
that PO is accessible worldwide.
BUILDING AN ONLINE COMMUNITY
The basis for building an online community
is providing players with avenues for interaction. Privateer Online will
enable player interaction through an extensive system of communication,
a wide range of meeting places, and the ability to create and/or join a
variety of organizations. This chapter details the highly accessible communication
systems in the game – from messaging to e-mail to chat rooms – the types
of public meeting areas, and the variety of organizations available to
players. These organizations include governments (political organizations),
guilds (skill-based organizations), and alliances (player-formed organizations).
Also covered in this section will be opportunities for player-run governments.
THE PRIVATEER ONLINE UNIVERSE
While a large community and the excitement
of online space combat will be an adequate draw to bring huge numbers of
players into the Privateer Online universe, only a readily sustainable
world with many avenues for player development will successfully maintain
the interest of those players and provide a stable level of subscription
revenue. Building Privateer as an online product means building an enormous,
rich, ever-changing environment that will be as interesting after six months
as it is after six minutes. For this to succeed, PO will depend upon the
tense political environment created by the cohabitation of Confederation,
Kilrathi, Border World, and Pirate forces, a dynamic economy that responds
to player actions (but does not depend solely upon them), a mission system
that always has enough for the players to do, and rich character development
that provides adequate motivation for long-term play.
This section details the political environment
of Privateer Online, the major factions and their significance to players,
and the events that will expand and change the game universe. In addition,
it discusses the economy of that universe – and ways for players to affect
that economy – and the mission system that will drive players to explore
and interact with the universe.
ESTABLISHING AN IDENTITY
Players will be able to create a unique
personal identity in the game though the use of customizable physical manifestations
of their characters, both in ports and in space. Each character can develop
his own profession, skills, and reputation, all of which change dynamically
as a result of his actions within the game. For those who seek material
rewards, the game will offer the opportunity to purchase a huge number
of ships, weapons, and other equipment. Beyond this, players can gather
wealth in order to purchase transports, offices, and even entire stations.
Most important to many online players, Privateer Online will provide a
unique new system that allows players to establish a reputation that changes
as they interact with different factions within the game universe.
SPACEFLIGHT: CONFLICT IN P.O.
As with any space simulation, conflict
and combat are key elements of our game. In the PO universe, there will
always be plenty of action to go around, and combat will be made readily
available for all players who seek it. The design of the universe will,
however, scale difficulty based upon regions of space, allowing players
to find the level of challenge that is appropriate to their own playing
styles. This section deals with the mechanics of space flight – from in-depth
ship mechanics to a detailed description of the PO universe’s construction.
PORTSIDE: THE P.O. COMMUNITY
Navigation through the worlds of Privateer
Online will be as simple as possible, while still providing the depth of
gameplay that long term players will require. Players can gather in space
stations and planetary port facilities throughout the universe to
trade goods, gather missions, modify ships, or merely interact with other
players in a combat-free environment. All of these elements will be readily
available through a three-dimensional port screen containing polygonal
representations of the characters. Each aspect of the port – from trade
to ship repair to the creation of player organizations – will be accessible
through simple, appealing, and easy-to-reach menus, and gathering places
will be abundant for all manner of player interaction.
GAME MECHANICS
This section explains how Privateer Online
will be superior to anything else on the market due to its technology.
PRODUCT SUPPORT
This is the summary of OWO as well as
GM support.
COMPLETE CUSTOMIZATION
Online societies succeed because of two
major factors: the ability to remain anonymous, and the chance to customize
your self-presentation – to become the person that you want people to see,
rather than the person that you are. Anonymity is a given for any game
with a character persona, but customization is key. By presenting multiple
levels of character identity – the player avatar on ports, the player ship
in space, and customizable office and station spaces – Privateer Online
creates a unique opportunity for players to be more than who they are –
both at work and at play – and to show that personality off to a vast online
community.
IMMERSION
Privateer Online is really two online
games rolled into one: players meeting and interacting on a human level
within the confines of ports, and ships meeting and interacting in the
vastness of space. To successfully immerse players within the game universe,
however, they must never feel like they’re only playing their online personas
some of the time. In order to maintain this immersion between the two different
sections of the game, P.O. will provide players with a transition from
space to portside that shows both the avatar and the ship in the same hangar,
reinforcing the effect of players climbing into and out of their own personal
ships and entering space, rather than walking around in a world and then
jumping into a separate game that is spaceflight. Because the ships are
customizable, players can show them off to each other, just like they would
show off their cars in the real world. This sense of accomplishment and
the need for recognition among their peers will drive players to spend
more time in the online community that we create.
VIRTUAL SPACE
If players can own their own property,
the world can rapidly become a crowded place. Likewise, providing hangar
space for hundreds of ships at a time can create a significant traffic
jam in ports. To handle players’ needs to have their own space and to maintain
the immersion between ports and space, Privateer Online will build virtual
spaces into every port. These places are real locations where players can
meet and socialize, and they will provide players with recognizable marks
of their accomplishments. These virtual spaces will not, however, exist
as separate entities on the ports. Instead, they will be catalogued on
the server and created only for players who are actively using them. This
will prevent crowding problems suffered by games such as Ultima Online
while still providing players with ample personal space in which they can
build and maintain a sense of community.