Until now, we’ve been describing the game in general terms. The real differences between Crowfall and other MMORPGs have been “creeping around the edges” of our weekly updates.
Today is the turning point – where we start to separate away from the herd. Unfortunately (but inevitably) that means we’re going to turn some people off today. But hopefully those of you who stick around will be here for the long haul.
I am delighted to (finally) reveal our ongoing collaboration with Raph Koster, one of the most renowned and experienced MMO designers in the world. He was the lead designer on both Ultima Online and Star Wars Galaxies; two games which really "set the bar" for crafting systems in a virtual world.
The fourth installment in the "Banner Concepts" series. The inclusion of this scene is probably not huge surprise to anyone -- it's basically a "reverse shot" (and a prequel, I suppose) to the "Ramparts" image that we dropped last week.
The following image gives some insight into this process. On the left we have a painted concept image of an archetype character (a female Templar). On the right is a render of that same character, textured, modeled and lit 3D. While the final result always differs a bit, you can begin to see how the art style begins at the concept stage and shines through in the eventual game.
Since this is the first screenshot we're releasing of the game, we thought it would be fitting to make it a preview of character creation -- the first thing most players will encounter when playing the game.