So... What we know. The Basics.
Two sides of the conflict for now, SGC (Human, Asgard, Jaffa) and Goa'uld (Human, Jaffa, Goa'uld)
There are four classes, soldier, commando, scientist or archaeologist.
SG:W uses the Unreal 3 engine.
You are battling Relentless Enemies. Oh noes.
Crafting - Your customizing high tech human and alien weapons in between battling. (Increases your P90's rate of fire, or a staff weapon. Yea thats all I got.)
End game talk is still pretty shaky, smells like a Tabula Rasa situation where they'll think about it 30 days after launch when a ton of people are nearing the cap.
A lot of questions get answered in this IGN Preview Q&A session
Some more questions answered in this interview with Gamespot
They have a trailer
It's set in the same universe at coincidental places in the time line. You'll meet characters from the show in the game, you'll be able to talk to them, they'll give you missions, you'll be able to play characters on either side -- the good guys and the bad guys.
The game itself will feature what Ybarra hopes will be a huge world that will have "all the planets, as many as we have time to build," though the game will apparently be structured to drive players to both explore and to discover the locations of new stargates--the portals that lead to the next unknown destination. In fact, the designer suggested the game will focus on three key points--exploration through stargates; tactical battles using the game's squad-based combat system that will involve both conventional weapons as well as more esoteric weapons such as orbital bombardment; and "replayability."
Players will be able to hit the "level cap" (the game's maximum character level) relatively quickly, and instead of focusing on creating characters that are more powerful, players will be free to explore and to participate in the game's player-versus-player (PVP) battle system, though Ybarra put forward the idea that the game's population will likely end up split between about 10 percent of hardcore fans in PVP, and the other 90 percent exploring the world and taking on quests.
The designer hinted that the game should offer a great deal of breadth between combat, exploration, crafting, and quests that may be tied to a character's race or profession, as well as to local geography and the game's overarching story. Finally, Ybarra suggested that although both TV shows' acting talent are interested in appearing in the game in some capacity, exactly how "hasn't been figured out yet."
Our vision of Stargate Worlds is simple. We want the players to be the stars of their own show. This means we can't keep retelling the story of SG-1. We're going to let players choose from seven archetypes--Jaffa, Goa'uld, Asgard, and human soldier, scientist, archeologist, and commando--when they create a character. Players will be able to specialize their characters using a skill tree, allowing them to further refine their role.
- Possible misinformation in other interviews? Only Humans have a class choice, whereas the other races are stuck with general skill trees? Hmm.
At launch, Stargate Worlds will focus on the original Stargate experience. It's not a game of vehicle combat, and there won't be player-controlled starships. Players will be able to use starships for transport, but the primary method for getting around the galaxy is the Stargate.
GS: We learned at GDC that the game will be set during seasons three, four, five, six, seven, and eight of the TV show's run. Why the latter years and not the early ones, and what kind of story possibilities emerge due to this decision?
RN: The most important thing to remember about the timeline is that we're not retelling the story of Stargate SG-1. Our story will be happening roughly concurrently with the events you saw during those seasons, like the Replicator War, the Apophis War, the Tok'ra war with the Goa'uld, and the Jaffa Civil War. These events form a dramatic backdrop for our story to play out against.
GS: We understand that the game was intended to draw upon content from both Stargate SG-1 and Atlantis. Will it draw upon both series evenly, or will it favor one universe or time frame over another?
RN: The action in Stargate Worlds at launch takes place in our galaxy, so you can say that it draws more from SG-1 than Atlantis, although you can see from some of our screenshots that an Atlantis-like city is one of the sites characters will visit.
Atlantis is a good candidate for our first expansion pack, and we're looking at a variety of options.
GS: Finally, is there anything that you'd like to add about Stargate Worlds?
RN: There are a few things we're really proud of already, especially our combat system. We're taking MMORPG combat in an evolutionary direction, meaning that the RPG aspects are all here, but there are significant enhancements to the system that make it work with the tactical modern combat and science-fiction weapons that are so integral to the Stargate IP.
The enemy artificial intelligence we're developing is proving to be really smart, and that's going to be an exciting challenge for gamers. We're also implementing a cover system that is far beyond anything that's been seen in this genre. But we're not just focusing on combat. Our storytelling and noncombat advancement systems will open up Stargate Worlds to gamers and nongamers who would never otherwise give a second thought to an MMORPG.
Ybarra suggests that Stargate Worlds will launch in 2008, with some kind of beta test planned by the end of this year.
And of course, this thread sucks without pictures. Safe for work by the way, in case anyone thought maybe the game was going to take a cue from the first Stargate SG1 episode on T.V. where we get to see Daniel's wifes naughty bits.
Yea thats all I got. It is still real early. What do you think though? Low budget raping of a possible endless money making title? They could milk a Space Expansion, Atlantis Expedition at the very least.
Cross your fingers and toes.