Crowfall interview covers the campaign system at length

    
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Wrapping your head around Crowfall’s PvP campaigns can take some doing, especially as ArtCraft is angling at a different approach than what most MMOs take. Italian site MMO.it sat down with J. Todd Coleman to go through the campaign system, start to finish, in order to get a better feel for what it will have to offer.

In the interview, Coleman argued that the limited duration of each campaign is what makes the gameplay impactful and memorable: “To use an analogy: think of it like the World Cup. If your team is knocked out, fans go crazy. Why? The team can try again next time, right? That’s not the point. The point is that right now, at THIS moment, we lost. History will reflect the victor (and losers) of THIS championship.”

Coleman said that even when Crowfall launches, the team won’t have finalized all of the rules and details for each campaign but will continue to tweak and experiment. “Rather than go into this assuming we know all of the answers, we built a game that allows us — both before launch and after — to constantly iterate and try new ideas to ‘find the fun.'”

So how will campaigns end? Right now they’re set to close out without fireworks and pomp, although Coleman said that over time the team hopes to add more fanfare to campaign finales.

Source: MMO.it
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arktourosx
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arktourosx

Samizdat And really when I look back at every game I mean the “anything is possible” that comes from a reset has been present forever.  Every time a new game releases you usually get this parade of names declaring which server they’re going and what players will be on where.  For the first 30 days there’s intense action but over time people drop off.  This has the potential to tap into that.
The real challenge I feel is going to be what they’re going to do about the realities of MMO War.  For example in GW2 concepts like “night capping” were very real and recruiting a global army (SEA players EU players) was vital to waging a successful campaign.  The early days of GW2 saw this with Henge of Denravi’s alliance fielding a never ending rotation of bodies for 24/7 capped battlegrounds.
Will be interesting to see how Crowfall deals with that.

Francis courant
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Francis courant

Tethyss Yea in pretty much all games I prefer the concept art over the in-game characters =P

Tethyss
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Tethyss

I think I like the concept art better than the in game visuals….

Samizdat
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Samizdat

arktourosx Yeah. As much as I love EVE’s empire-building aspects, the months of years of non-interactive blobbing and cold wars ultimately killed it for me. It’s only when CCP changes the rules and effectively forces groups to fight each other that it becomes exciting again.

arktourosx
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arktourosx

Competitively speaking, persistence is boring.  I mean, I get it, you spend the time, the work you don’t want it to be reset.  But like we saw with ESO’s Cyrodil and other competitive games like Planetside 2 a persistent never ending battle without a winner is boring as !@#$.  It’s literally trench warfare where you take two steps forward, two steps back – repeat forever.
One of the things that never fails to excite for GW2 is the weekly reset.  If ANet hadn’t screwed with years of Friday night Tradition I would still be logging into play (yes I know they’re returning it) for resets because it’s a whole new week.  It captures the wonder that anything is possible this time no matter what just happened. 
This is literally the only reason I even look at Crowfall at all, as they seem to understand winning (and losing) is important.

TraylorAlan
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TraylorAlan

Samizdat Right. Not every game needs to suit every audience.

Samizdat
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Samizdat

TraylorAlan Most likely. I think it will have somewhat broader appeal than the current FFA PvP games like Darkfall and Mortal Online, but it will still be a niche audience. I’m perfectly fine with that though.

Francis courant
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Francis courant

“For Crowfall, we went with a hybrid approach: the world is procedurally generated, but it’s made up of “land parcels” which are sort of like Tetris pieces of land knitted together. A single Tetris piece might be seven squares and contain a mountain range, or it may be five squares that contain a river valley.”
That’s a great way to do it imo, a middle-ground between fully procedural generation and hand-crafted environments.
So we got the variation of procedurally-generated worlds that allow the exploration and novelty, with the polish of an amazing art team creating a map by hand.

Francis courant
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Francis courant

Reminded me of lotr https://youtu.be/dQ_-rmuPZC4?t=41s

TraylorAlan
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TraylorAlan

Will be interesting to see how fun this game actually is in play.