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Posted by John JCal Callaham on Thursday January 25, 2007 - 12:00 AM

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» WarRock Interview

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It's been running as a free beta game for some time but in February K2 Network's modern military multiplayer shooter WarRock finally comes out of beta when the commercial version ships to stores (people will still be able to download and play a version of the game for free). FiringSquad got a chance to chat with the game's producer Matt Norton to find out more about WarRock:

FiringSquad: First, how did the idea behind War Rock come about?

Matt Norton: We took at look at the top games in the FPS market and we noticed that there were two polar ends of the spectrum. On one end you have games like CounterStrike, SWAT, etc. that are mission based (i.e. plant or defuse a bomb), smaller units, usually timed rounds, and have an element of stealth in them. On the other end of the pole, you have games like the Battlefield series in which the fun of the game is in jumping from vehicle to vehicle while you fight over large, expansive, chunks of terrain. What we really like about War Rock is that it combines both ends of the FPS spectrum in one game, and you can play either type of game with the same persistent character.

FiringSquad: Is there a fictional back story for the game and if so what can you tell us about it?

Matt Norton: There is a fictional back-story to the game. The story to-date will be portrayed on the website (www.warrock.net) and some in-game as well. As the game progresses we will reveal more of the story. The players will be able to piece together ideas as to why so many groups are interested in a small, dusty, violent country like Derbaran.

FiringSquad: What can you tell us about the playable sides for the game?

Matt Norton: Essentially, you have two warring factions (the Nationalist Government Troops—Derbaran military, and the Rebels—the NIU) who are fighting for control of the country. Both sides are being backed by outside forces and reinforced with advanced arms and equipment from the world’s arsenal. At this time, both sides are equipped very similarly since they’ve both split off from the Derbaran armed forces. As time passes it’s likely that the arms and munitions received as replacements from both army’s external backers will start to change the equipment sets of each side.

FiringSquad: What are some of the unique weapons and vehicles in War Rock?

Matt Norton: War Rock has quite a variety of vehicles and weapons. The Derbaran army was broadly equipped with cast-off weapons from a variety of sources. Recently both the Derbaran Army and the NIU Rebels have gained some very high-tech modern weaponry. However, that new weaponry is still in short supply and is allocated to the most loyal (and effective) troops on each side. War Rock has about three-dozen ground vehicles, over a dozen air-combat vehicles, and several waterborne attack boats. We will be adding new vehicles and weapons on a monthly basis (including armed snowmobiles in the near future). Due to the fact that we’re not limited to a US/NATO vs Former Soviet Pact set of gear, we’re drawing from the world’s arsenal. For instance we’re looking at a Brazilian Armored Car and a South African Mobile Howitzer as possible additions to the game.

FiringSquad: What are the maps and environments like in the game?

Matt Norton: Derbaran has an incredibly diverse climate; high-altitude snow-capped mountains, dry rocky deserts, lush green valleys, island archipelagos, and many small and large urban combat zones.

FiringSquad: What other unique features does War Rock have?

Matt Norton: War Rock is unique in several areas. The biggest single set of differences are that War Rock is Free-to-download and Free2Play. As a developer it’s great to not have to convince players that your game is really fun ahead of time. Instead we can say “Play it and see.” When we say that War Rock is free the biggest question is “What’s the catch?” The truth is that there really isn’t one. We feel that if you come and play War Rock, and enjoy it as much as we think you will, so that you end up playing 10, 20, 30 hours a week, that we can offer things that will make sense for you to buy. However, players can continue to play for free if they wish, and rise to the very highest ranks that way too.

We do have several other important and unique features as well. For example, we’ll have live in-game GM support for questions, running tournaments, and taking care of disruptive or hacking players. GMs will provide coverage round-the-clock. War Rock will also have fresh, new, content added to the game every single month (at least 1 new map, 1 new vehicle, and 1-2 new weapons). On a bi-yearly basis we’ll be releasing new ‘Chapters’ to the War Rock story. These will reveal more of the back-story and have larger releases of gear and equipment as well as new game modes.

War Rock will have a new and exciting web-based clan and tournament system up at release. The tournament system will make it very easy for players to check their clan or team’s progress in any tournaments, whether they’re K2 or player originated tournaments. We’ll take care of things like reporting scores, filling in the highest ranked losing team to any slots that become vacant due to clans dropping out. All of this will be visible and reported in near real-time. Shortly after launch we’ll use this same system to set up auto-matching. So you and your clan could sign up for, say, a tournament bout every Thursday evening at 8pm and we’ll auto-match you with a similarly ranked clan that also wants to play a bout at 7pm on Thursdays.

FiringSquad: Has the beta testing for the game helped the developers to prepare the game for its commercial release?

Matt Norton: Absolutely. The beta test has helped us to load-test the game and to make sure that our infrastructure can handle the load. But really the most important role for us has been the player feedback on what the players like (and want to see more of) or what they dislike as well as preferences. We see operating War Rock as a service rather than just a business to put a box on a shelf. With that in mind, the game really belongs to the players not us. So part of our plan is to make sure that the things that we add to the game are entirely driven by player feedback and desire. In a very real sense, we’re working with the players to make sure that War Rock is the best shooter they’ve ever played.

FiringSquad: What can you tell us about the differences between the free version of War Rock and the commercial version?

Matt Norton: We’ll be adding new assets and abilities including; clan support, tournament systems, new weapons, new maps, voice-chat and an upgraded text-chat (shortly after launch). Additionally, if you want to get more Dinar (in-game money) to spend on game enhancements and/or a wider variety of weapons you’ll be able to purchase packages of Dinar with real-world dollars. In addition to purchasing Dinar, each ‘Membership’ package will have additional benefits including an experience bonus, bonus access to special weapons, and even the ability to carry an extra weapon into battle with one package. If you want to continue to play the game for free you’re completely welcome to do that as well.

FiringSquad: Will there be additional content released for the game after its release to stores?

Matt Norton: Yes we’ll be opening up more weapons, maps, and a whole new section of the online store (called the PX) that will sell add-ons other than guns. The major chains that will be carrying War Rock each have a unique special weapon that the player logging in through these special accounts will be able to use.

FiringSquad: Finally is there anything else you wish to say about War Rock at this time?

Matt Norton: War Rock is a great game that you can download and play for free. If you’re an FPS player you owe it to yourself to give War Rock a chance. Just log in and download, that’s all you need to do to get started in either the Open Beta or the release (www.warrock.net) I think you’ll be glad you did.

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