I love instanced content.
I love instanced content.
Don’t get me wrong; There’s a lot of fun to be had in the open world. It wouldn’t be an MMO if you spent all your time cooped up in instances, after all - but there’s just something cool about having your own private chunk of content. You don’t need to worry about competing with other players, or waiting for a respawn. You just need to grab a door, hop into a mission, and kick spandex-covered butt.
It’s pretty much a staple of the genre at this point, but we also hope to make things a little more involved than “Grab door, kick butt, repeat.” Obviously, all content described here is conceptual, and may not reflect the final state of the game, but that doesn’t meant we can’t share some ideas with you. After all, we can only do this with your support!
Imagine this: You’re roaming the soot covered streets of Ironport.
You’re in the heart of Titan City’s industrial economy.
Smoke stacks are towering above you.
In the distance, you can hear the sounds of heavy machinery.
In front of you stands what appears to be an ordinary warehouse. But you know better. You’ve been investigating this for a while now.
You know that this warehouse is secretly under the control of Titan City’s most notorious crime syndicate: The Black Rose. Inside, hidden in plain sight, is a massive stockpile of high-tech, anti-superhuman weaponry; the kind of stuff that goes for thousands on the black market.
You need to get inside but there’s a problem: The front door is guarded. The guards are armed with the same kinds of weapons stored inside. Bust down the front door, and you’ll get a face full of plasma. Maybe you can take it, but what if you can’t? You’re here to get into that warehouse, not to inspect the floor all day.
Fortunately, there’s an alternative: a window, well out of sight from the guards. You can climb up and slip in unnoticed, but there’s still the question of getting out. Do you want to move through the warehouse unnoticed? Do you want to barge in and fight your way through? Or would you prefer a more “hit and run” approach, striking quickly before disappearing without a trace? Decisions, decisions...
Instanced missions don’t need to be as simple as finding a specific door to spawn into. Depending on the map in question, there might be two or more alternative entrances and exits to a mission. You could slip in through a window, like in the example above. Or, perhaps you could burst in through a skylight, or con your way through the front door. All of these are still just ideas at the moment, but with your help we can redefine what an instance can be.
Now picture the following: You’re inside the warehouse. It’s massive. Rows and rows of shelves as far as the eye can see; sorting equipment all over the place; conveyor belts you can ride around on; they’ve even got a giant machine that shoots packing peanuts. You know what you’re after is here, somewhere, but the place is swarming with thugs. So what do you do?
What we want to do is allow you to use your environment to your advantage. After all, a warehouse is more than just a villain infested maze: It’s a living, breathing environment.
What if you could topple shelves onto your foes, or sneak past them by riding on the conveyor belts?
What if you could knock them through walls, or bury them under a mountain of packing peanuts?
What if you could rummage through crates of weapons to find tools you could use against your foes?
The environment stops being a static backdrop, and starts to become an active part of gameplay. Is this possible? Definitely. Will things like this make it into the final game? Well, that’s up to you.
Naturally, City of Titans will have more than just Warehouses filled with mafiosos. We’re hoping to have a plethora of environments for players to explore - from the classic offices and caves, to underwater military bases and steampunk airships. We want to make every environment you find yourself in engaging, immersive, and distinctive. No one wants to run through the same map sixteen times in a row and buildings should be more than just random collections of themed rooms that happen to have enemies hiding in them. We hope to make every map just a bit different from the others. The magic wielding Regency shouldn’t be lurking in the same generic offices as the sinister Savant Society: the chosen atmosphere of a map should hit you the moment you step through that mission door.
We’ve got big plans for Titan City, but they’re all dependent on you. With your support, we can turn these ideas into a reality, and make City of Titans into the best game it can be.
-Austin “Cube” Lang, MWM Composition