Genesis is a 3D Social based and Chronological MMORPG fully controlled by players, developed with HeroEngine.
Genesis can be compared to a giant "Civilization V", where each player is a citizen, where the time is evolving with them, witnessing all their world's changes.
Gameplay and goals:
Players enter a completely new world, created by gods, they are the first people of their kind. One of the biggest thing on Genesis, is the fact that there's no combat in the game, and that XP is earned in another way than fighting, but with interacting with the world and helping his planet to evolve.
Interaction with environment:
This is a really important thing in Genesis. Taken from Point&clicks, this system is the possibility of interacting straight with objects from the world, combining objects, having information on everything by right-clicking on objects and chose between "Information", "Use" or "Pick". In you inventory it work the same but with a "Use with" function, allowing the player to use this object and combine it with other, just like in Point&Click adventure games!
Time in Genesis:
Everything in the game is based on a pre-written scenario. At the moment the first player enter the planet, this whole scenario starts. One day in real life equals to one year in game. Thus, players are gonna see the whole evolution of a planet from its birth to its end, witnessing huge events that will change their world. Just as Civilization proposed Technologies developed after a certain amount of turns, Genesis proposes evolution developed after a certain amount of time. The principles have a lot of similarities with Civilization's, including basic evolutions such as Fire to extremely advanced, such as Ionic propulsion.Just like evolutions, they are technologies, but the difference is that they are more important and are deep changes in a civilization. Revolutions needs certain evolutions to be unlocked.
Voice intensity control:
The voice intensity control is a gauge that allows players to control their character's voice intensity when they speak. This gauge has 5 main levels: Whisper, Soft talk, normal talk, Loud talk, Shout. A white circle is drawn on the ground around the character from 1 meter to 30 meters diameter symbolizing the zone that covers your voice (Earshot zone), that determinate who is gonna hear you speaking.
Thus, the gauge can be adjusted as your wish. You can choose the exact radius by clicking and scrolling (or just clicking) the Voice intensity control gauge and see the circle growing around your character. The advantage of this system is that it avoid the creation of whisper, map, world, team channels. Walls have an impact on the the way people are gonna hear you. Indeed, walls reduce by 50% the earshot zone from the point the circle crosses a wall.
Lands of Genesis:
Genesis, even if it is based on social interaction, is full of action and adventure of a kind you haven't ever seen in an MMORPG! Even if having a job in a game and having a social life in Genesis is really exciting (by far the BEST for Role Playing lovers), the game is full of quests that are full adventures. Imagine a Point&Click adventure game, add Genesis' universe, epic and dangerous journeys full of cooperative puzzles, add the multiplayer aspect, then you'll have a small idea of what Genesis is gonna propose to players.
At the scale of a player, living in the world means a lot of possibilities for him to bring his part of help, and interact with his planet and his people. A system of health gauges will rhythm players' life. Slightly comparable to Sims' system, these gauges describe the shape of a player's character. There are 7 health gauges: Hunger, Thirst, Temperature, Social, Knowledge, Endurance, Mood. Each of them have influence between each others and players have to work to maintain them in a good shape. These health gauges will have a considerable impact on the way a character can interact with other players and his world.
Interaction between players:
A system of relationship between players has been made to encourage people to play with each others. Players are interacting with words and emotes and each emote, just as competences in other MMORPGs propose, have effects, they can affect a target's health gauge, or just have a good impact in your relationship with the target. Everything has been made to make everything logical. A completely system we worked on is interactions with NPCs in Genesis. You don't click on an NPC to start a conversation, but you use your emotes to interact with him. This system make possible the possibility of forging a relationship with NPCs!
This system allow players to grow socially, by earning Influence with their actions, they can unlock new social classes and have advantages. Social Classes make players have access to a large panel of jobs allowing them to earn money. A player can be who-ever he wants in the society, from a merchant to a king (leader)
The role of a leader of a planet is embodied by only one player elected with a well thought monthly voting system. The leader have the control of all the economy, evolution research and City expansion. He is the one who expands his kingdom physically by building new buildings. The building system is a whole interface highly comparable to Anno's. The terrain is organized by square and buildings cost money, the leader is free to place buildings where ever he wants.
Death in Genesis:
Players can die in the game even if it is made to be rare. We wanted death to be a really big thing and not a punishment, as important as it is in our world. Even if we are not gonna say everything, death is just the beginning of a new adventure for players. No one can know what there is after the death and we want it to be the same in Genesis... And it is extremely BIG!
Edited by CharlyJouglet, 30 October 2013 - 04:45 PM.