

I asked Michael Paeck to explain the logic: So, in a sense this is the Guild Wars model - pay for the box, and then play for free, safe in the knowledge that you will not need to shell out for anything short of a new campaign pack. So, players on the campaign server do not get all the goodies dropped in their laps for their expense - rather, they get the knowledge that everyone on the server will be earning the ability to buy them by completing quests, rather than by getting out their real-world credit cards.
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Players will now have the option of either playing an orthodox, free-to-play version of the game with in-game purchases and an optional "premium membership" subscription, or they can pay up front (with a $25 or greater donation to Kickstarter, or at a retail price) and get all the in-game content baked in for free - or, more precisely, for purchase with in-game currency rather than real-world cash (Nuyen - because, remember, everyone thought Japan would own everything in by now.

And Cliffhanger's response, announced in a recent press release, is interesting. World of Warcraft, I realise, is sort of how Cyberpunk authors imagined the Web would be This is especially true of games where players can battle other players, where the idea that one can buy victory is met with instinctive revulsion. That is, a fear that the game will be so hobbled for non-paying players that buying some advantage in an in-game store will be a must, and that the game will be engineered as a frog-boiling escalation of payments. However, MMOs are increasing caught between unwillingness to pay a subscription fee - when so many games are free to play - and a distrust of the mechanical probity of the free-to-play experience. The recent wave of story-driven MMOs which in a previous generation would have been (or in the case of The Old Republic, were) single-player role-playing games is in some ways a natural, or at least logical, evolution - tabletop, pen-and-paper role-playing was itself a social experience.
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(Update - as of today, Cliffhanger are also promising an downloadable client also, which will presumably function like an offline web app - so, like Minecraft's approach.)

But we also invested a lot to create a back-end technology that makes it possible for us to have all players, no matter what platform they’re using, to play in the same game world. Unity helps with that of course on the client side. Unity, a 3D engine, is the tool being used to create and deploy the game, which also helps with porting - Unity being designed to export to multiple platforms. Germanic anarchistic archaic revival - Prototype visuals from Shadowrun OnlineĬliffhanger have addressed the first concern by seeking to reassure potential backers that the game is browser-based in the way Bastion on Chrome could be said to be browser-based: a complex game experience which happens to be placed in a browser. This is an ambitious undertaking, certainly, although the campaign-driven style (new content packs are promised on a roughly quarterly basis) means content at least could be front-loaded less and tweaked more from player experience. Of course, differentiation in the congested MMO space is a challenge, and a multi-modal approach, while it sounds appealing, can be a pain to balance (as The Secret World and The Old Republic have at times demonstrated). This story-driven semi-social approach to MMO seems to be an attempt to carve out a space outside the conquered lands of World of Warcraft. Cliffhanger are selling the game as story and narrative-driven, which has recently also been marketed as a selling point by The Old Republic (with arguable success) and The Secret World.Īlso in common with those recent western MMO releases is the promise that antisocial role-players tempted by the setting but wary of the enforced sodality of the MMO will be able to play much of the game solo, as well as in groups or player-versus-player. So, instead of a single-player RPG, Shadowrun Online will be a massively multiplayer online game, running across a variety of platforms. So we quickly decided to work together, and so the Shadowrun Universe website idea was born. Then we decided to go on Kickstarter, and when we called Jordan about it, he told us that he was also planning to make a game - with a focus on the single player experience funded by Kickstarter.
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We got the license about a year ago, and also tried to convince online publishers to create a game with us, but many of them were not sure if the license was still alive. Michael Paeck, Managing Director of Cliffhanger Productions, explained by email:
