Thursday, April 29, 2010

Perpetuum Online – Clone or not to clone. (Part 3)

So in the last part I left off with inviting gamers to come and check out Perpetuum for themselves. But I have decided to continue my look at the differences between Perpetuum and EVE Online.

Lets take a look at combat in Perpetuum. In (part 2) I explained that Perpetuum has free movement with the use of (W,S,A,D) keys. The ability to have direct control of your bot or mech in Perpetuum takes the combat a step beyond the combat you have in EVE.

With Perpetuum you are freed from the point-and-click type command system, giving you better control during combat. But in no way are you completely free of the mouse for certain click actions still needed in the game. It is this mesh of (W,S,A,D) and mouse control that gives the player a better sense of the combat they are in and a better feel for the strategic movement in the game. The direct control gives you a better connection with your bot or mech and a better immersion in game during combat.

At the same time you have at your disposal many GUI elements that help you visually with your surroundings. One element is the terrain with the slop mechanic that every bot and mech has to adhere to. The slope mechanics are different depending on the size/weight of the bot or mech you are in at that moment.

The Slope mechanic determines the path/area that the bot or mech has access to. Light bots can cut across areas of terrain that mechs cannot. The slope areas are visible and let the player see where they can or cannot go while trying to evade or pursue an enemy. The affects can be but not limited to, dead ends or areas that will cause you to zigzag across the terrain which can slow your movement toward or away from a target.

In essence a light bot can evade a fast mech by moving across terrain that a mech can't travel across giving the light bot  a chance to get away. This tactic works even better for a light bot if they are equipped correctly for fast movement.

Another element of the terrain that comes into play is the hide or block method by using the terrain around you as cover. This duck and cover method is something that both hunter and prey should pay attention too. If a plant, rock or tree gets in between the line of fire anything fired will be stopped by those terrain objects. Plants and trees can only take so much damage and will be destroyed leaving the hunted to seek a new object to use for duck and cover.

This leads us to hit failure in Perpetuum. Not only can terrain objects cause you to miss but so can other specific mechanics in the game. Like missile guidance or firing at a target outside of your weapons optimal range. Perpetuum doesn't let the missile or shot fired hit a target, then present you with a (0 damage done) message. Perpetuum shows your miss visually. If a missile fails it will shoot off and away from it's intended target.There are extensions to counter the percent of failure rate of missiles and increase the optimal range of slugs or projectiles.

This visual failure is another example that lets Perpetuum succeed with  player immersion into the games combat and world.

Friday, April 23, 2010

Perpetuum Online – Clone or not to clone. (Part 2)

So in (Part 1) we looked at a couple things out of a long list that makes Perpetuum appear to be or is a clone of Eve Online. Now lets take a look at the differences between the two games.

Eve Online has spaceships in 3 dimensional space while Perpetuum has robots/mechs in 2 dimensions on a planet with sloping terrain.

Perpetuum lets you control the robot/mechs with the classic  (W,S,A,D) keys, but also have the option of using just the mouse or a combination of both.

Eve Online doesn't have free movement control over the spaceship. Instead they use a system of set type paths of approach and orbit; which change by speed increase/decrease or direct user input by double clicking in space or changing the orbit distance.

These above environments and the control systems used to move around in them give the player two very different play styles and strategies for PVPVE.

Lore and background story between the two games are very different. Perpetuum is not as far in the future as Eve's setting.

In Eve you are a clone pilot in a pod that is seeded into a ship. Wars have raged between the four different factions that are decedents of the long gone human race. Pilots work for different faction corporations.

In Perpetuum you are a human agent working on a space station in orbit around Earth with a remote connection to a nano bot called a Spark. The Spark gives you control of the different robots/mechs from three different factions of alien technology on a distance planet. Each agent works for an Earth based corporation working to bring much needed energy back to earth.

While certain aspects at first glance seem to make Perpetuum appear to be a direct clone of Eve Online, there are plenty of differences between the two games that set them apart. At the same time Eve refugees will find them selves in familiar game mechanics with refreshing game play changes.

I invite you to come and see for your self and check out Perpetuum once the game is in open beta or has released!

Thursday, April 22, 2010

Perpetuum Online - Clone or not to clone. (Part 1)

I recently left Eve Online after playing the game for 3 years. It is very hard to enjoy any theme park style games after playing a sandbox style game. So I set out to find another sandbox style game.

About a month ago I found the game Perpetuum Online. I quickly read about the background story and checked out the games' media. I then looked further into the games' information and I found it was a sandbox play style game. Now this was a big find since there are very few sandbox style games. Plus, Perpetuum has robots and mechs! I was very excited to have found the game being a big fan of the mech genre games.

First glance of screenshots and videos of the game I saw a clone of Eve Online. I didn't care if it was a clone, but I wanted to make sure it had enough differences for me to invest my time in the game. I did some more research about the game and found that their were a lot of differences about the two games. You can see plenty about the game from the media released by the games' developer Avatar Creations and beta testers.

I was hooked right away, so I signed up for a chance to join the closed beta testing.

I quickly found many people on gaming community sites bashing Perpetuum for being a clone of Eve Online. I found it ridiculous since there have been clones of games for a long time now. WoW for example has tons of clones (Runes of Magic, Allods) just to name two. Then I realized the problem, this was the first game to try and clone Eve Online indirectly or directly. Being the first of your genre or the first clone is the toughest...

At the same time most of the games that are consider the parent have also taken elements of games that came before them. This is something that has been happening in the gaming industry for a long time.

So lets take a look at what elements of Perpetuum that make it a clone of Eve Online and also look at the elements that make it different.

Lets start with the clone elements.....

First thing that the user is presented with is the Graphic User Interface (GUI). Perpetuum's GUI looks as though it is a total rip of the Eve GUI. Yes, it is true many elements are exactly the same as Eve's GUI. There are reason for the Perpetuum GUI looking just like Eve's GUI. Lets just look at one example of the two games GUI.

Perpetuum has a lot going on within the game and is forced to give the user/player the correct GUI elements to navigate the world and accomplish this without making it hard for the user/player to achieve their in game goals. The same thing is true for Eve and as more features are added the developers have to find suitable ways to present the data to the player. When it comes to specific types of data the best way to present it happens to be the very common columns and rows taken from spreadsheets.

If you look at Eve's Overview window and Perpetuum's Landmarks window they are very similar becuase of the data they want to present to the user making the game have a since of ease-of-use. The overview and landmarks windows are not there for you to stare at like it is a piece of art. They both help the player navigate the world in the most efficient manner. It would be ridiculous for Perpetuum not to use this type of UI window just to save some face from being called a clone at the loss of an efficient way to present the user data in a well formatted manner.

Another aspect of Perpetuum that leads the player reviewer to call it an Eve Online clone is the developers choice of robots and mechs in a sandbox style game. Wait... did I just say that robots and mechs make Perpetuum an Eve Online clone?

Doesn't it seem strange while the main tool / vehicles being very different still make the game a clone? Well in all fairness there really isn't that much difference between piloted mechs and spaceships. Spaceships and mechs both can fit weapons, they both have engines and can fit different pieces of equipment. Both games have requirements around specific mechanics for fitting the equipment.

I have to say that equipping a robot or mech in Perpetuum is a lot like fitting a spaceship in Eve. But at the same time the robot and mechs make this game much more then a clone of Eve Online.

To Be Continued........

Thursday, April 15, 2010

Perpetuum - Market - Supply / Demand

Corrections on video.

1. Own Adverts tab does display your own Sell and Buy orders.
2. Agents created with the commerce path will start with 3 Sell and Buy order slots. All other chars. start with 1 Sell and Buy order slot.

Sunday, April 11, 2010

Saturday, April 10, 2010

Perpetuum - Arkhe - Starter Service bot


This is the bot that everyone starts out with. While it is a starter it is a good little bot!

Sunday, April 4, 2010