The game that won't die quietly
More visions of the Copernicus that could have been come to light.
Steve Danuser has been vocal and active about his time on Copernicus, this time he's released a fly-through video that was intended to be a 'team eyes only' of the Coperniucs world, dubbed "valiance." Over on Mobhunter, he's also gone into surface detail about some of the (frankly great-sounding) ideas of the project's free-to-play structure and story evolution.
"You weren’t going to be kept from certain parts of the world if you didn’t pay. The transactions were intended to enhance your experience, to give you more options (like buying vanity appearances, stuff for your house, pets and mounts, etc.), but would not limit your play of the core game. And there would be a premium membership option, much like a subscription, that gave you perks and currency so you wouldn’t need to fiddle with microtransactions if you didn’t want to.
There’s a lot more I’d like to tell you about the game, such as how our fully planned four-year story arc was driven by player participation. How the theme of choice and consequence permeated our systems, content, and world design. How the choices players made during our chapter-based story arc would cause permanent and lasting changes to each server–changes that could be different from other servers. How expansions to the game world had already been mapped out and were tied into that chapter storyline, so the world would grow in a very organic and logical way rather than feeling like expansions were tacked onto the core game by a new team that was bored with the work that had been done before. How our storyline had a real conclusion–because you can’t tell a great story without an ending.
But I should probably keep my mouth shut."
How does it look to you?
Julian "Mirai" Williams