Gamescom: Red 5 Studios Has Ultimate Confidence in Firefall

19.08.2011
Firefall, for the uninitiated, is an upcoming massively multiplayer shooter from Red 5 Studios, who count World of Warcraft team lead Mark Kern and lead designer of Tribes Scott Youngblood among their number, with Orson Scott Card consulting on the game's surprisingly deep sci-fi story. That's quite a pedigree from both the massively multiplayer and shooter perspectives, so if you're not yet familiar with the game, that might convince you to take a closer look.

The game was always designed as a free to play title, and the developer argues that this demonstrates the team has "ultimate confidence" in its product. Before you raise your eyebrows at yet more microtransactions, know that Red 5 has no intention of selling "power items" -- often referred to as "pay to win" -- but will instead be simply offering a combination of aesthetic (hairstyles, armor customization, faces) and convenience (extra inventory spaces, a teleport facility, experience point boosters) items for those who desire them. This means that all players are on a level playing field -- no-one can gain a significant advantage simply by having deep pockets.

That's not the only reason, though -- Firefall has been designed to be a skill-based game rather than one which is based on "vertical progression" or levelling. There is a levelling system, but it's more about unlocking extra enhancement slots on items rather than building up an unassailable pool of hit points. Theoretically a highly skilled low-level player could take down a high-level player with poor situational awareness.

The game is designed from the outset to be flexible. Players can equip one of several suits of armor known as "battleframes" which provide them with a class-specific weapon and a selection of abilities. On offer in the current build of the game are medic, assault, recon and engineer roles, though Red 5 intends to have an even wider selection when the game finally releases. The key thing is that players can equip a new battleframe and effectively change class whenever they find a station at which they can do so. This means they're not stuck playing as one class for hours and hours -- though they may well find a preference.

This flexibility continues into the PvE open world gameplay, where there are no fixed quests. Instead, the game generates dynamic missions and world events -- the team cites Red Dead Redemption as a key inspiration for this -- and allows players to participate in a more real-feeling world. Cities might get captured by enemy forces, preventing players from using their services and requiring them to work together to recapture the location. Mining for resources may attract the attention of certain enemies. Enemy armies may invade key locations.

In short, the game's about choice. Players have the choice of whether they want to play exclusively PvE or PvP -- or both. They can switch their class at any time. They can choose whether or not to engage in whatever that cool thing that seems to be happening over there is. And they'll have the opportunity to help shape the future of Firefall's world, as Red 5 fully intends to drive the game's future development forward based on community requests and feedback.