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A chat with NetDevil about Jumpgate Evolution and Lego Universe
When MMOs were in their infancy, there was a little title set in space, known as Jumpgate. It had been developed by NetDevil, a company out of Colorado, and was released in September 2001 to worldwide fanfare.

Six years later, NetDevil have decided to revamp the franchise, and are hard at work on Jumpgate Evolution, a sequel/remake of the original, with far more advanced graphics and a completely re-created game mechanic.

The producer on the project, Hermann Peterscheck, and company founder Scott Brown were recently in Australia, and I sat down with them for a bit of a chat - to find out more about this "WoW in Space".

Hermann started off with a bit of a history lesson. After Jumpgate arrived on the scene in 2001 (well before "Massively Multiplayer Online Games" had become the norm), the company started work on the car MMO Auto Assault, which ran from 2006 until August this year.

He explains:
"After AutoAssault, we thought about what we wanted to do next. We always kinda toyed with the idea of redoing Jumpgate, and seeing what we could turn it into, and so that became more and more real as we worked on it. There are a lot of lessons we've learned over the past 10 years that we wanted to apply, and see how that worked in a sort of microscope type of environment. When you have your own project that you're funding on your own, you're forced to do it in a less grandiose way, in terms of team size, so you have to focus more, so it ended up being a great thing."
      

Speaking of team size, I mentioned that while doing my research, I had giggled over a certain statistic. Since work started on Jumpgate Evolution, the development team had tripled... to nine. Hermann laughed:

Exclusive screen from Jumpgate Evolution
"It's amazing what you can do with a small team, when there's a lot of focus. We were very much committed to creating a game that was visually compelling, but ran on lots of systems - I think that's critical to commercial success. Most people don't spend $3000 on a computer every year, so to require that means that you've taken your audience and shrunk it a little bit. So we wanted to reach a lot of people - but that doesn't mean we wanted the graphics to be bad. These were conflicting directives for the development team - we had to be very creative about making good looking, low-poly, low-texture resolution types of visuals, and it's a hard thing to convince developers to do because - as a developer, your natural inclination is to always push the envelope as far as you can, because that's where the interesting things happen, and to sort of say 'No, no, no - we're pulling back, but we're going to do the same thing, be very innovative, but we're going to do it in a very constrained way'. It's really interesting to see the culture change, because as that policy got adapted, and people now sort of live in that way of thinking, it becomes like a challenge now - to make things that look really good but still don't require a lot of horsepower. As a result, the visuals in the game have become stronger and stronger - it's pretty exciting.

"Basically, the other side of what we changed, going from the original game, was the accessibility factor. We were making a game that's intuitive for people to play, so they can just pick it up, and have a good time right off the bat. They don't need to take an hour-long tutorial, they don't get punished... I think too many games turn into the developer punishing the player, and teaching them by smacking them with a stick, and you're much better giving them little pellets of sugar, in order to get them to play the game that way. We very consciously focussed on those two things in particular, but still maintaining a sort of space feel."

He then loaded up a very early version of the game for me to take a look at - and I have to say, even from the loading screens, I was impressed. It's pretty standard fare, but it works. Logging in, you find yourself in a large space station, which is where you can take missions, buy and sell objects at the market, customise your ship and check out your character statistics, as well as the usual MMO mechanics and social aspects such as squads, their answer to guilds.


On leaving the station however, we're treated to an expansive spacescape cutscene, with the player's ship pulling away from the massive installation.

Hermann continues:
"Space is normally dark and empty, and so we're trying to make it bright and colourful - friendly looking. I think, in terms of MMOs, people like to be in worlds that look pretty, and so we're trying to make space look more like that.
There had been something niggling at me since the scene started ...and it wasn't until he mentioned that the world was bright and colourful that I realised that was what was different. The expanse of space on the screen wasn't black, instead swirling with blues and greens, almost like an underwater scene or a satellite image looking down - not out. Stellar clouds shifted and I was tempted to pause the game mid-flight, just to contemplate the digital heavens.

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