hermann-peterscheck

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  • Massively interviews JGE producer Hermann Peterscheck

    by 
    Chris Chester
    Chris Chester
    06.05.2008

    Ever since ION 2008, the fine folks at NetDevil have been slightly more forthcoming with details from their sci fi opus-in-development, Jumpgate Evolution. First there was the interview that writer Keith Baker did about the game's three factions, filling us in one some of the background lore that's being plugged into the game. More recently, they did an interview on the more technical aspects of the game's development. Not wanting to miss out on the action, we caught up with Jumpgate Evolution producer Hermann Peterscheck, who, as you might recall, is awesome.Check below the cut for some insights into NetDevil's perception of the recent mergers in the MMO industry, their approach to integrating PvP and PvE into the same game, and some information about Jumpgate's capital ships.

  • Massively interviews JGE producer Hermann Peterscheck - Part two

    by 
    Chris Chester
    Chris Chester
    06.05.2008

    We read recently that you were against the idea of separate servers for players who want to PvP and players who want to PvE. How do you plan to allow the two groups co-exist and still fulfill both groups' desired play-style? I'm actually not opposed to that at all. I think it depends on what kind of game you have. The issue of PvP versus PvE is a hotly contested issue in the core gamer circles and the game development industry. Outside of that, it's not nearly as hot a topic. It's like every other almost religious debate, like capital punishment or abortion or whatever. You're never going to convince people that are believers in one versus the other that the other is correct. If I hate PvP, you're never going to convince me that it's a good thing. You have to build the game in such a way that you acknowledge that both of those positions are valid and that you give both sides something to do. That being said, the way you implement it into your game is largely dependent on the kind of game you want to make. So if you look at a game like World of Warcraft, which is a largely kill-collect, progress-based game, you see the Battlegrounds and Arenas and stuff like that. They've acknowledged that both are important. The way I see it working in a game like Jumpgate is that the large PvP space battles are largely going to be done by the people who represent a large minority of players. Maybe something like twenty percent. They're going to log in every day and want to engage in massive battles. Those people are being fed by the player-run economy, which is being contributed to by another minority of players. And the rest of the people are in the middle, and are probably going to mostly hang out in the safe areas. Every once in a while though, they'll venture out and see what PvP is all about. You basically just divide the space. This area of space is safe, this area of space is not safe. But you have to make sure that there is opportunity for fun on both sides. If you make a sort of situation where the first 30 levels are PvE and the second 30 levels are PvP, you're going to make everybody hate you. The PvE players are going to quit at level 30, and the PvP players are going to wonder why they have to grind through all this crap to get to the fun part. "I'd love to have something like the hardcore servers in Diablo where you lose everything if you get killed." So by bifurcating the experience, we tell players, 'Go PvP, and you'll get X rewards. Go PvE and your rewards are Y.' There's no bias towards one or the other and you can easily flip between the two. That's kind of how I imagine Jumpgate being. That said, I'd love to have something like the hardcore servers in Diablo where you lose everything if you get killed. So I love the idea of having a server where everything is open PvP, and you can kill anybody at any time, and that's it. We'll see how that pans out, but that's how I imagine the Jumpgate universe working in regard to that. How does that translate to an end-game. Obviously, PvP players can just continue with their huge battles, what would be the PvE equivalent of that? That's already reasonably well-established. PvP would be something similar to Battlegrounds, where you have instanced PvP and also open, epic PvP between organizations. And then on the PvE side you have things like really, really tough creatures that you have to band together with a bunch of people and there's limited access to. Those are the things that give you the best rewards in the game. Personally, I like both. I like engaging in big battles against other players and I also like cooperative battles operating with others people against some giant boss that nobody's every taken out before. So we try and do both of those things. We've read on your forums that you're knocking around the idea of including capital ships, how big are these battles going to get? We've been knocking the idea of capital ships around for a while. It's sort of the consequence of the way that we approach iterative development. If you think about space fiction, one of the things that always comes to mind is blowing up the Death Star, basically, or the equivalent in other fiction. It's the huge base that a bunch of people take out. So we've had this idea for a space station. And there's all these reasons why we thought we wouldn't be able to do it. We didn't have time, maybe it's something that we can do after release, but it kept coming up. So we decided that we have to look at this. So we actually made a battlestation. And it turns out that fighting a huge battlestation with a bunch of people is really really fun. The natural progression of that is to have some sort of large ship that flies around . My expectation at this point is that they won't be player-flyable. One of the problems we had is that since Jumpgate is a skill-based game and if you have this giant battleship that you're flying and you have turrets on it -- now you have to balance it against you and your ship with aiming. It's tricky. We've thought about things like having other players man the turrets and then one person is the pilot, which games like Battlefield have done, so there's a possibility for that. But for now, when we're talking about battleships, on the PvP side they would be largely AI controlled and player-friendly and on the other side, they'd be either giant things you attack or things that fly with you when you attack. You as a pilot would still be controlling your personal ship. That being said, it's really cool to fly around and get that sort of Battlestar Galactica thing going. You see the huge ship that's sort of hulking along, around it are the little Corvettes that are a little bit faster, and then around that are the sort of quick-moving individual craft. We want to create that sort of experience. How do you take something like mining for minerals or hauling cargo and make that as fun as a giant space battle? I don't know, I think it just sort of works out. I spend many hours in EVE just mining. In fact, right now I'm trying to get my isk bars because I want to do that. So I'm happy to spend lots and lots of time just mining, learning how that system works, and just making money in doing that kind of stuff. They have this other kind of stuff there that drives the economy . So it's a different kind of economy. The way we've implemented mining, for example, is to make it a sort of Easter Egg hunt. You're flying around amongst the asteroids, looking for that rare thing. And then you go and find it and it's like a slot machine, and you mine at it and it might drop something rare. Then you can go sell it and make a certain amount of money, and there's an anticipation and reward for that in the same way that there's a reward for taking out a new tough enemy that you've never taken out. I think it's all about giving people a path to achieve something. And you can do that with any number of different verticals -- you can do the same thing with crafting, which we call manufacturing. It's all about putting in time and effort to make progress, and getting rewarded for that is fun. To me the whole point is that different people like to do different stuff, and those same people like to do many different things instead of just one. I think many successful MMOs have alternative activities that you can do so you don't get bored. As fun as it might be to just blow something up, after you do it two hundred times, you might want to do something else too. Going back to the PvP, we've heard Jumpgate described as a skill-based game. How much is skill going to weigh in relative to the amount of time invested in player versus player engagements? We're somewhere between World of Warcraft and Quake. In WoW, equipment arguably matters more than skill (although this tends to change as you get further and further into the arenas), but if you look at a game like Quake, equipment is irrelevant because everybody has access to all the weapons. So we're somewhere in between there. A rank 1 guy coming in with beginning equipment whose the best pilot in the game is unlikely to take out the guy in the most powerful battleship and the best equipment. Our game, however, gives a much larger range where you can participate in PvP. So whereas in WoW if I'm level 65 and you're level 68 and have much better equipment, it's unlikely I'll be able to beat you. But in our game, that's not the case. If you're a much better pilot, you'll probably take me out, even if I'm in better equipment. It's that sort of subtly that I have to balance. So we have to be careful balancing that. Of course, it's very unlikely that somebody whose played the game for hundreds of hours and has accumulates a bunch of equipment is not to be a better pilot within the rules of the game than somebody who just logs in one day. So it's likely that the people who spend the most time will be the most skilled AND have the best equipment. Positioning yourselves as a skill-based game, do you plan to use client-side hit detection or server-side? We're similar to first-person shooters, where we have to trust the client to some degree, but we have a check on the server to make sure that people aren't cheating. In a game that's more turn-based, you can do something where you say you want to hit, and the server says, "OK, now you're swinging" and plays the animation. We can't do that. We have to verify and authenticate and trust more than a lot of MMOs do. But it's really no different than games like Quake and Counterstrike, and those kind of games have. You just have to solve for the cheating using the game style that you have. Anybody that's developed an MMO before knows that a certain percentage of your resources goes to the eternal battle against people trying to cheat. Every game has it, and it runs the gambit. It's hacking the client, it's trying to break into the servers, it's contacting customers and trying to steal their accounts, it's hacking memory, it's exploiting weaknesses in the system. I can't think of any MMO that doesn't have a constant war between their tech people and groups of people that are trying to exploit the game. The funny thing is that most of the people trying to exploit the game aren't doing it for any other reason than it's a challenge for them to do so. Without giving away too much, we have to be clever in a way that corresponds to the style of game we have, expecting of course that it'll be an on-going scenario. Maybe it's too early for you to talk about, but have you decided on a subscription model for Jumpgate? Will it show up on the shelves at Gamestop, or will you use digital delivery or what? It is too early to say, yes. That doesn't pose much hope for this question, but we'll ask anyway. How close are we to the closed beta? Let me put it this way, I want to release a game as soon as I possibly can, which means I want a beta as soon as I possibly can. However, I won't do it until it's necessary. The way I see it, you should go into beta when internally you can't make decisions about where your game is without it. Not just to prove some point. A lot of MMOs go into beta way too early, because they have some schedule that says, 'OK, beta here.' I think what happens when you do that is that, you have these players who are really excited about your game, and we have lots of these kinds of people. And then you release them a pile of crap doesn't work and then they say, 'Hey, why did you give us a pile of crap that barely works?' and they tear you apart. Then you close the beta, go back into development, and work on something else, and maybe it's better, but you've already burned all those people. So yeah, people ask that question all the time, and I think a lot of the time they think I'm being coy or something, but I really don't know. It's not tomorrow! And there's some period of time where I know it's not, but I don't know, because game development is a tricky thing. You don't really know when a game is going to be fun, you don't know what thing is going to make it work, and you also don't really know what major probably could be lurking just around the corner. So to know more than a few weeks or months in advance for something like a beta is just guess-work. You can beta when you're ready or beta before you're ready, but that doesn't change when it's ready. I guess the simplest answer is: as soon as we can.Thanks Hermann, we appreciate it.No problem.

  • The devils of NetDevil offer insight into Jumpgate Evolution

    by 
    Michael Zenke
    Michael Zenke
    05.24.2008

    Interviews conducted at this month's ION 2008 conference continue to emerge, painting a broader picture about the industry as a whole. Yesterday MMORPG.com posted a discussion with the minds behind NetDevil's Jumpgate Evolution. Scott Brown and Hermann Peterscheck offered a taste of the game up to the site's Carolyn Koh, who includes in her writeup that the game almost looks like 'moving concept art'. Their discussion is of a more technical nature, focusing on the game's progress so far. Brown states that the devils have been treating the title 'like a live game', with testers and developers in-world almost from the start. They've already had a very notable public exhibition of the game's new user experience, at the March Connect 08 event.Brown goes on to say that they're currently focusing on the title's infrastructure: auction houses, mining, and mail. Other topics include the role of PvP, the importance of player-created goods in the game's economy, and the many options you'll have on how to control your ship. If you're wondering about power structure, Mr. Peterscheck offers the word that the game will use a very traditional system: "Levels are a symbol of your progress ... Everything you do gives you whether it is crafting or running missions and that builds your level. It will not make you a better pilot or give you more life. You have to build your ship, get better weaponry and shields, get your licenses."

  • Meet and greet the JGE boys at ION

    by 
    Chris Chester
    Chris Chester
    04.25.2008

    For those who have never had the pleasure of doing, meeting one's favorite developers can be a really world-changing experience. Having the names and faces that you read so much about on the internet turn into real living, breathing human beings is surreal, but quite rewarding. It's something we have the pleasure of doing quite frequently, but we have a feeling they enjoy seeing fans more -- since they don't ask so many probing questions.Those attending to the ION Conference next month, or even just those in the Seattle area, might be interested to know that NetDevil's Hermann Peterscheck and Scott Brown will be holding a Meet and Greet for fans on May 14th. We're told that space is limited, so much sure and RSVP on their official forums ASAP if you're interested in a spot. Their website was down at the time of writing this, but hopefully it'll be back up again soon.

  • NetDevil's Hermann Peterscheck is awesome

    by 
    Chris Chester
    Chris Chester
    04.23.2008

    We like the NetDevil guys. Nay, we love them. They always exude an aura of earnestness and child-like enthusiasm that stands out even amongst an industry full of people who work 60 hour weeks for a case of Diet Mountain Dew. That, and almost everybody in the Massively offices is a complete geek for sci-fi, which makes their upcoming Jumpgate Evolution quite the attractive prospect indeed.This is why we couldn't help but link to this video interview that JGE Producer Hermann Peterscheck did with the Gaming Radio Network. The interview is a little old, coming from back during Connect 08, but it's still pretty amusing. Peterscheck just radiates passion for the project, and by the end of the interview you'll find it hard not to buy what he's selling. It helps that the game sounds terrific too.

  • NetDevil talks about a car wreck and how it evolved Jumpgate

    by 
    Eli Shayotovich
    Eli Shayotovich
    04.09.2008

    No matter what anyone says, some of us here at Massively actually enjoyed the short lived post-apocalyptic car fragging MMO, Auto Assault. As with everything in life though, sometimes you win and sometimes you lose. But as long as you can learn something from each experience, and grow from it... it was worth the ride. Apparently the gang at NetDevil learned a lot about their experience with AA. Herman Peterscheck talked freely and at length about these lesson; lessons that are being applied across the board to all the games they are currently developing, including Jumpgate Evolution. Probably the most important one is to polish the game early and not at the end just before launch. A time when everyone on the team is in full on "fire fighting" mode. Chaos almost always leads to poor execution and ruin. Another is that if you don't have a great looking game that runs well out of the gate it's nigh impossible to evaluate how good it actually is. According to Peterscheck, "The 'law,' if you will, is there's no such thing as a good game with a bad frame rate."

  • Jumpgate to offer more than just combat

    by 
    Eli Shayotovich
    Eli Shayotovich
    03.24.2008

    Say your cruising around an asteroid belt in the upcoming sci-fi MMO, Jumpgate Evolution. Since you buddy is due to hop online any minute so the two of you can shoot the light fantastic, you'd rather not engage in any heavy combat until your wing man pops on. What to do?Well, according to Hermann Peterscheck, JGE's producer, there's a lot more to do then just shooting womprats (or whatever the equivalent will be in the JGE universe). The big three activities for the game are combat, resource gathering and crafting, but there will be many other things to do. Players can speculate in the market, get paid to help cargo haulers on dangerous runs, engage in PvP to earn top spot on the various ladders and rankings, or collect the many different medals, titles, ships and powerful equipment. NetDevil is also looking to include mini-games that break up the core game.

  • Jumpgate Evolution: Combat controls

    by 
    Eli Shayotovich
    Eli Shayotovich
    03.07.2008

    Jumpgate Evolution is a space combat MMO. How players control their ships will be instrumental to the enjoyment of the game. When you think of joysticks and flight sticks you likely think of highly detailed flight simulators and not massively multiplayer games. But if that's all you think about then you've likely never heard of, let alone played, the greatness that was some of the X-Wing, TIE Fighter and Wing Commander games. JGE plans on bringing back the joystick and - as Ten Ton Hammer's Cody "Micajah" Bye calls it - the "strap yourself in" mentality. I couldn't have said it better myself. Bye sat down with NetDevil's Hermann Peterscheck and asked him about their game's combat controls. Aside from the basic keyboard and mouse setup, players with very elaborate control setups will be able to use those as well. But the gaming control goodness doesn't end there. NetDevil is also supporting more advanced input devices such as TrackIR, and will continue to evaluate other brand spanking new hardware as it becomes available. JGE will also provide both third and first person modes, giving players the ultimate choice in how they want to play. So if you can't find a setup you like, well... lighten up. You're too finicky. But won't people with a tricked out setup have an unfair advantage over those with just a lil ole mouse and keyboard? Find out after the break!

  • GDC08: Bigger is not always better

    by 
    Chris Chester
    Chris Chester
    02.26.2008

    One good thing about being in such a net-savvy industry is that when you miss something, like the GDC presentation by NetDevil's Scott Brown and Hermann Peterscheck, somebody will inevitably put the powerpoint online for everybody to see. The NetDevil guys, currently working on Jumpgate Evolution and LEGO Universe, are well-known for their honesty and candor. So when they lay out their model for the future of the MMO industry, we're inclined to listen to them. Their premise is that the exponential growth that has been observed by many parties within the MMO space may in fact be somewhat illusory. While revenues for the industry as a whole continue to sky-rocket, the money and subscription numbers continue to be concentrated in only a few, extremely successful games.Take one look at all the canceled titles and commercial failures that litter the landscape. They have a point. The advice that they lay out for burgeoning developers is to forgo huge teams, shiny graphics, fancy rec-rooms, and other accoutremonts for a lean team, lower minimum spec, sensible work conditions, and a realistic development timetable that won't lead to costly delays. Perhaps most importantly, they say that trying to take on the big boys with a $4 million budget is tantamount to suicide. Smaller development teams can actually make more money than big budget titles in the long-run if they find their niche and stick to it. Or as one slide says, "A little greatness is always better than a lot of mediocrity."%Gallery-16989%

  • Jumping through the Gate: Factions and Missions

    by 
    Eli Shayotovich
    Eli Shayotovich
    02.19.2008

    Ten Ton Hammer has posted another of their Jumpgate Evolution bi-weekly interviews, this time with Hermann Peterscheck, Producer for JGE. In this installment, Peterscheck answers questions about the game's factions and missions.While reading through the Q&A I was comforted by the fact that Peterscheck continues to push the idea that JGE doesn't have hard and fast rules, and that they are trying to put as much of the game's outcome into the hands of the players (through their choices) as possible. This was something he mentioned during his interview about death and roleplaying as well, so it really does seem like something they intend to follow through with. In this case, while players will have to choose what nation to play (Quantar, Solrain or Octavius) there are no rules about allegiances, thus factions can interact in a myriad of ways with all of them.

  • JGE devs talk about death and roleplaying

    by 
    Eli Shayotovich
    Eli Shayotovich
    02.11.2008

    The Vault Network recently posted a new Q & A session with Hermann Peterscheck, Producer of Jumpgate Evolution. Some interesting tidbits were revealed that I haven't come across before. When asked about role-playing potential, Peterscheck states that they want a game where the players define as much of it as possible, therefore it is very RP friendly. Case in point: there are three playable nations in JGE. While most MMOs don't allow interaction with other groups, that's not the case with JGE. Instead of forcing players into roles by creating three distinct areas, they feel that RP occurs more spontaneously when you give the players a reason to play the role as they see fit. When asked about how they were planning to handle death penalties, Peterscheck basically sidestepped the issue. He says it will be different from JG:C, which has players lose items upon death. And they seem to be staying away from a death penalty where you drop all your stuff and lose half a level of experience, but a straightforward "this is how we're dealing with death" answer wasn't given. There are a few more questions worth checking out, such as the prospects of crews, the classless system and home areas.

  • Jumpgate devs to chat in Stratics HOC tomorrow night

    by 
    Eli Shayotovich
    Eli Shayotovich
    01.29.2008

    A big chunk of the Jumpgate Evolution team will be participating in a Stratics Central House of Commons chat this Wednesday, January 30th (that's tomorrow) at 5pm Pacific/8pm Eastern. In attendance will be Steve "Istvan" Hartmeyer, Hermann "Drakerr" Peterscheck, Michael "Zzeno" Rowland (from Codemasters), Nicole "Awen" Hamlett, and Grace "Binkies" Wong. The team will be answering questions about the game as well as the recently announced partnership with Codemasters Online. The chat will take place in the #StraticsHoC channel on Stratics IRC. If you've never IRCed before, check out Stratics download page to start the fun.

  • An interview with a Lead Producer, on Jumpgate Evolution

    by 
    Kyle Horner
    Kyle Horner
    01.28.2008

    In an interview with Hermann Peterscheck, The Escapist squeezes out a bunch of information -- some new and some old. A lot of the interview is spent on talking about getting new players into Jumpgate Evolution, an important issue for NetDevil. Largely, it seems like Hermann and his team get what they need to do to win over people who try the game for the first time. He states that the team is focused on getting the first 30 seconds to 5 minutes down pat. Also, he talks about making sure their game looks beautiful while not choking computer hardware to death. The screenshots that have been coming out of NetDevil certainly point to a game that's looking quite pretty -- although we'll have to wait for some in-game video before we call it all good. It's important to note that NetDevil seems to be thinking about all the angles, because we're very certain they want Jumpgate Evolution to avoid a similar fate as their previous title. With a heavy focus on making the basic game fun, pretty and simple with a hidden depth -- we're willing to say JE has us here at Massively excited for it.

  • Jumpgate Evolution Producer interview

    by 
    Akela Talamasca
    Akela Talamasca
    01.08.2008

    IGN has up part one of an interview with the Producer for the upcoming title Jumpgate Evolution, Hermann Peterscheck. The piece itself doesn't reveal how many more parts to this interview there might be, but a disclaimer at the end makes it clear that there was more to the interview than provided here. As Peterscheck says, this is a game that's essentially been in the making since 2001. He talks about the various elements the game hopes to include, and a little about the art direction. I'd hoped for more meat, but perhaps that's coming in part two. One bit I appreciated was Peterscheck's feelings about the status of a game at Beta. Too often, companies release something as Beta, when really it's much earlier than that in the development, leading to egregious bugs and crashes. Too much of this can lead to early player dismissal of a title. Peterscheck states NetDevil's intention to release JE in the second half of this year, but its Beta will be more refined than that. We'll see it when we see it.Note: Massively also interviewed Peterscheck back in late November, so for more of your JE fix, make sure to check that out as well.

  • Jumpgate Evolution producer sets vision for accessibility

    by 
    Samuel Axon
    Samuel Axon
    12.05.2007

    Accessibility is a big buzz word in the MMO industry right now. After some hardcore titles failed to gain traction, a lot of people are thinking that spending millions of extra dollars to make cutting edge games that only 5% of gamers can or will pay doesn't make a lot of sense.Among those people is NetDevil's Hermann Peterscheck, Producer of Jumpgate Evolution. He recently wrote up a dev journal post at MMORPG about accessibility. First he talks about making games that are, to quote Einstein, "as simple as possible, but not any simpler." Then he talks about hardware requirements as a barrier to entry.Looks like NetDevil plans to be conservative on both counts so as to reach a broad market. But that doesn't necessarily mean Jumpgate Evolution will be shallow. Peterscheck uses Chess as an example of a game that takes 20 minutes to learn but potentially a lifetime to master.

  • Massively interviews Netdevil's Hermann Peterscheck, producer of Jumpgate Evolution

    by 
    Mike Schramm
    Mike Schramm
    11.29.2007

    Netdevil is probably most known for Auto Assault, their (literally) car-driven futuristic MMO that was published by NCSoft but only lasted a year due to low player numbers, but before that, they created a game called Jumpgate, a very early 3D MMO that featured real-time space combat simulation inside a virtual world. Next year, they're headed back into the Jumpgate universe with Jumpgate Evolution, a completely new game based on the old one, and Massively got a chance to sit down with Hermann Peterscheck, lead producer of the upcoming game, to talk about what Netdevil is up to.The game is still in fairly early development, so there aren't a lot of specific gameplay details to go around-- Netdevil is still working on most of the core development plans. But we did hear from Peterscheck about how Netdevil plans to bounce back from Auto Assault, how they'll make JE different from that other big space MMO everyone's already playing, and we even got a chance to toss a few questions at him from you, our readers-- a huge thank you to reader Excelsior, who was able to get us questions from current Jumpgate players to ask here.The exclusive Massively interview with Jumpgate Evolution's lead producer starts right after the jump.%Gallery-9918%