
Interview: Jumpgate Evolution Producer Hermann Peterscheck
by John Kershaw on May 17, 2008 at 4:23 pm

To find out what’s going on with NetDevil’s upcoming MMO Jumpgate Evolution, we had a quick Q and A with the game’s producer, Hermann Peterscheck. To read the full interview and see a couple of exclusive new screenshots, read on.
A lot of people I have spoken to are unaware of the heritage this game has in the form of the original Jumpgate game. Could you tell us about that and how Jumpgate Evolution links in?
Hermann: Sure. The original game was what NetDevil was created to make. It was a major undertaking in that MMOs were not very well known at that time (this was 1996-1997) and so many of the things we take for granted were just getting innovated at that time. The game launched in 2001 and is still running to this day.
After we finished Auto Assault, there were a lot of ideas being kicked around as to what we could do next. One of the ideas was to go back and update Jumpgate to make it more modern, both in graphics and in features. When we began doing that we decided relatively quickly that we wanted to make an entirely new game and the project grew from there. Thus, the link in is that it’s a new game in the same game universe, but it is distinct in many ways.
The game is a space action MMO, which inadvertently leads to comparisons between not only other MMOs, but more specifically other space based MMOs, such as EVE Online. How does JE differ from these other highly successful MMOs and what similarities and traits will it share?
Hermann: Well, it differentiates in exactly the way you describe. It’s a space action MMO. Thus in that sense it’s like Privateer, Freelancer, Freespace or XWing vs. Tie Fighter in terms of core game play, which I think is reasonably distinct in the MMO genre.
On the other side we have the MMO-ish features such as a player-driven economy, crafting, mining, auction house, mail and so on. We also have things like factional rating, level progression, item progression, exploration and so on. In that sense we have the expected kinds of MMO features that are needed for long term game play, but we have put a different kind of core game experience as the center of activity.

Following on from that, are you hoping to take players away from those games, or to pull in people who typically don’t play MMOs?
Hermann: I suppose both. Although you have to consider your market when you make any game, I think it’s equally important to focus on the fun and experience of the game. I think that people are drawn to fun, well-made products– especially if they are in a genre they like.
Statistically, it is very difficult to pull people from a game they like. Because of the time commitment and social ties people form in these games, you really have to offer something strong to get people to transition. This is one of the reasons we feel that Jumpgate offers something special– it’s a game style that doesn’t have a direct competitor right now.
Thus, we feel that we can capture that audience in addition to pulling people from other games. At the end of the day, people will play games that they enjoy, so we’re trying to focus on making an enjoyable experience above any other strategy.
Story and plot are something people often don’t associate with MMOs. Does the story and background history in JE play an important roll?
Hermann: Yes. Certainly. The nice thing about Jumpgate is that the property has been around for many years so we have a lot of things to draw from. However, Jumpgate Evolution will open up entire new story elements for players to explore.
We are also thinking of ways to involve players in the ongoing story elements of the game. Simple examples are things like letting players take part in epic battles in order to unlock new content… that is, a server-wide, long term event. Our dynamic mission system allows us to create interesting scenarios as well, but, of course, there will also be a mainline story that leads the player through the game.
To delve into more of the actual game play JE will provide, could you tell us about some of the typical missions you might be sent on?
Hermann: Missions include combat, escort, collect, transport, recon, mining and variations on those. We’re also working on various ways to give people things to do. For example, we have a mail system that can tie into the mission system to update the player as to what is going on.
It’s actually quite a simple and elegant way of working. Instead of making and dealing with incredibly complex situations we are trying to make systems that handle only a basic set of functionality and let the complexity come from the interaction of systems. For example, by setting the hostility rating of various factions, the pilot may come across situations that are evolving and unpredictable.
The dynamic mission system can string sets of missions together to create campaigns that the player can go on. For example, a player might have to fly a combat mission, then scan a particular area and then bring back some artifact for further research. We’re trying to do as much as we can to keep the game from becoming boring.
How will roleplaying fit into JE, if at all?
Hermann: The classic game had a very strong roleplaying community, so I expect that in the new game this will be even stronger. There’s quite a strong following of players for our game and many people that are anticipating it’s release. This leads to people already forming group and individual identities. In fact, we’ve had requests from people to reserve their names as they feel very strongly attached to their fictional identities. One of the challenges for developers is to give the players who have this strong game identify ways of expressing it.

How large is the universe in JE? Will any single player be able to see and experience it all? If so, how long would you expect it to take?
Hermann: Questions of size and time are usually difficult to answer because without a sense of context it’s difficult to evaluate the answer. That being said we are expecting to have around 100 “maps” which means individual areas where people can jump to. A player is certainly able to experience it all if they are willing to invest the time to do so.
There are 3 playable nations and in order to really experience everything a player would have to start multiple pilots, but that can be done without any problem. I’m not really sure how long it would take… it would depend on the amount of dedication to simply progressing through the game. My hope is that people enjoy the experience and take time to fly around and look at things, socialize with other players and do things beyond just advancing through the game as fast as possible.
When can we expect a public beta?
Hermann: As soon as we can – or, specifically, when the game is ready.
One final question. I keep finding Star Wars references when reading about JE, be it the comparisons with X-Wing vs. TIE Fighter, or in the description of how the player will have the “Han-Solo experience”. Which leads to the obvious question; If Jumpgate Evolution was a Star Wars character, which would it be and why?
Hermann: One of the things that we have said internally is the slogan “Be the Hero” and I think that really captures the spirit of the game. There are all kinds of Heroes. Han Solo is a sort of anti-hero or perhaps an unexpected Hero. Luke Skywalker is a much more traditional Hero. Then you have people like Princess Leia, Obi-Wan, Yoda who have other types of agendas and roles.
To be honest, on the other side you have people like Boba Fett who occupy the kind of darker side of characters like Han Solo. My hope is that Jumpgate is diverse enough as an experience that allows players to fill various types of roles. Personally I’m drawn to Han Solo type characters, as I think many people are.
To find out more about Jumpage Evolution, check out our preview or have a look at the the official Jumpage Evolution site.
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on May 31, 2008 6:09 am
“…it’s a game style that doesn’t have a direct competitor right now.”
How about Vendetta Online?
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