Crowfall is a Massively Multiplayer Online Role Playing Game (MMORPG, for anyone born in a cave). By that, we mean that the game is played online in a persistent shared environment with thousands (and thousands, and thousands…) of other players.
We think Crowfall is a very different flavor of MMO – internally, we call it a Throne War Simulator. That’s because we’ve designed it to be a very different game experience. It has elements in common with strategy games, political simulators, survival games… and a few elements that don’t really exist anywhere else.
About the Creators:
J Todd Coleman brings a wealth of creative and entrepreneurial experience to ArtCraft. He founded Reliant Data Systems (acquired by Compuware Corporation in 1999), Wolfpack Studios, Inc. (acquired by Ubi Soft in 2004) and was the VP of production and creative director for KingsIsle Entertainment, Inc. As the co-creator and creative lead ofShadowbane, Wizard101 and Pirate101, Coleman has built a reputation for pushing the boundaries of MMO design. His games have received numerous awards (including Game of the Year, Audience Choice and Family Game of the Decade) and he was personally recognized by Gamasutra as one of the top 50 developers in the industry and by Massive Gamer magazine as the #1 Most Influential Game Developer in the World.
Gordon Walton has been building games and managing game development for more than 35 years, with the last 20 years managing massively multiplayer online games. He has been VP of online at Origin Systems, managing Ultima Online, VP and executive producer at Maxis, managing the Sims Online and VP and executive producer at Sony Online Entertainment on Star Wars: Galaxies. Walton then went on to become the Co-studio GM at BioWare Austin, on Star Wars: The Old Republic and was most recently the VP and executive producer at Disney Playdom. Walton has personally developed more than 35 games and overseen the development of more than 200 games.
About the Character System:
All players have a single account-level crow that represents the sum total of all their learning. This crow can possess the bodies (known as Vessels) of the various “Archetype” classes –a race/class combo the player wants to play. (Knights, Confessors, Champions, etc)
When a crow possesses a body for the first time, they can customize it, very much like character creation from any online game. The player starts the vessel creation process with a set number of creation points. Each archetype has a point cost. That cost varies depending on the base attributes and skills of that archetype. For example, Centaurs have a higher starting Strength, so they are more expensive. This means they have less (fewer) points left over to spend on advantages and disadvantages.
Advantages and disadvantages are elements that further customize that vessel. They represent specific talents, traits or backstory elements that change that particular vessel in unique ways.
For example: “Eagle Eye” might grant that vessel an increase to accuracy with ranged weapons. “Dim-witted” might lower its Intellect, but grant points that could be spent to further increase its Strength.
Advantages cost points, disadvantages give additional points to spend. There is a limit to the number of advantages and disadvantages a vessel can start with.