We spoke with Todd Coleman, Creative Director of the upcoming MMORPG Crowfall, about the game’s status and coolest features!
Mein-MMO.de: Todd, how far along are you in the development of Crowfall?
Todd Coleman: We have spent about six to nine months on pre-production, which then led into the Kickstarter campaign – this ended on March 26th of this year. Since then, for about five months, we have been in the actual production phase and expect to release the game by the end of 2016.
Mein-MMO.de: How has the feedback from backers and fans influenced the development so far?
Todd Coleman: We are following a different development model; our process is completely transparent. We constantly interact with the backers, answer questions, discuss design ideas, and provide them updates on the status of the project. This, of course, brings challenges (no matter how often you say “This is just pre-alpha!”, some players still expect a finished game!) but it also has some advantages. One of them is that the community immediately tells us if an idea is not well received – this gives us time to change course.
Mein-MMO.de: How has the pre-alpha been received so far? Have you been able to learn anything from it?
Todd Coleman: We have learned a tremendous amount and we are still learning every time we start a test. It is part of the transparency we discussed that we release technology much earlier. Many players appreciate this, but there is also a large number who are not used to this and leave with the words “Wow, this looks broken!” What they do not understand is that every game looks like this at first; most teams just hide it from you. Considering that we have only been in the real production phase for about five months, our progress is remarkable. We already have more that can be played than other games have after 12 to 18 months.

Mein-MMO.de: Now that you are in production, has anything changed compared to your original plans, your original vision?
Todd Coleman: The order and priority of features and content is always in flux. However, the core vision of the game has not changed – we have been fortunate enough to include some gameplay elements that we wanted in but were not initially in the budget (thanks to the crowdfunding stretch goals!).
Mein-MMO.de: Crowfall is one of the few MMOs that was able to exceed its funding goal on Kickstarter. What do you think is the reason for this, and do you believe that MMOs have a harder time getting funded through crowdfunding compared to other games like single-player RPGs?
Todd Coleman: Is that so? We have talked a lot about what makes crowdfunding work (everyone whose business depends on it does!). Although there is no “silver bullet” and no one can predict the next Star Citizen, there are a number of elements for larger projects that seem to have a “common DNA”. The list starts with “Is the vision appealing and well-presented,” but there are other significant factors such as “Do you trust the team developing the game?”, “Have they successfully developed a game before?”, “Is it a nostalgic experience?” The best pitches seem to revolve around the concept that it is something that you have already played and loved, and that is modernized with a twist. I wouldn’t say that’s MMO-specific. The same core elements also echo in other PC games – and now there are even some examples from the console space for that.
Mein-MMO.de: Nowadays, many gamers seem to want quick successes and do not want to lose anything in a game. Crowfall is different in this regard. How do you think you can excite players for this concept?
[pullquote]Crowfall is not for everyone[/pullquote]
Todd Coleman: “Gamer” is a bit of a broad term, isn’t it? If you mean whether our game appeals to casual gamers who enjoy playing Candy Crush, then the answer is: no. Crowfall is not for everyone. We are making a game for a very specific type of player; players who enjoy competing with others, wanting to win, and who know that a victory means nothing if they do not take the risk of losing.

It is perfectly fine to hate losing. Most of our players hate that. However, that does not mean they want a “manipulated” game and to win all the time, because what would be the point in that? If you believe that every player who joins deserves a trophy, then please do not play our game. You will not like it.
Mein-MMO.de: What do you think are the top three features of Crowfall?
Todd Coleman: Campaigns. Characters are persistent, but the worlds are not. This combines an MMO (Persistence) with a strategy game (preconditions for winning). Each world is unique, and campaigns can last up to three months before a winner is determined. After that, everyone moves on to a new world and everything starts over. Do you know that feeling at the beginning of a game of Civilization, when you have a new map and the world is still uncharted and full of risks and possibilities? We want to evoke that feeling – every time you start a new campaign.

Destructible worlds. The worlds are made of voxels, which means we give players the opportunity to build and also destroy castles, fortresses, cities, etc. This would never be possible in a theme park, as it always has to “reset” for the next player. Our model is different – since the world is destroyed at the end of each campaign, we do not have to worry about the long-term effects that occur when players are given too much control.
Finally, a player-driven economy. All good items are crafted (there is no PvE item farming in the game). Players can also take items between worlds – depending on the import and export restrictions of each world. We create a balancing that places a lot of emphasis on “Risk vs. Reward” – the best crafting materials can only be found in the most dangerous worlds. This also creates a kind of symbiosis between crafters and warriors – both need each other to be successful.
Mein-MMO.de: Thank you for the conversation!
On our news overview for the MMO Crowfall you can learn more about the game.

