Crowfall is a new fantasy MMORPG experience from ArtCraft. Dubbed a Throne War Simulator (A new sub genre combining elements of strategy games and an MMORPG), the game focuses on political alliances, as well as feudal conquest. It's expected to follow ArtCraft's desire to create MMOs that promote risk taking, player skill, and competition.
The main driving force of Crowfall is competition. The player characters are persistent, but the Campaign Worlds are not. Players are dubbed crows - Champions who travel from one world to the next fighting an endless War of the Gods.
In the first installment of these articles I'll be giving some information on the worlds you'll be playing in.
There are two types of worlds in Crowfall. The competitive worlds are called Campaign Worlds and produce resources for your consumption (wood, stone, and iron). The other worlds are Eternal Kingdoms which possess absolutely no resources but are not consumed by this Hunger, therefore never dying.
The life cycle of a typical campaign world is 1-3 months or until some of that particular world's "win conditions" are met. The world cycles through a single in-game year during its active lifetime, going from spring to summer and then to fall and ending in winter. During this time the world is consumed by Hunger (An unstoppable legion of the undead.) This makes the world more hostile and dangerous as the seasons wear on. At the end of Winter on these Campaign Worlds a victor is declared and the map is wiped and the world goes offline forever. The players return to their Eternal Kingdoms and recover before choosing their next campaign. (Due to the reset mechanic of this game the worlds are not persistent, only character data. ArtCraft will create a few dozen campaign worlds and as they hit their end conditions. They will be destroyed and a completely new world will become available. They call this Eternal Heroes, Dying Worlds. In my next article I'll dive into the meat of character archetypes and all the information ArtCraft has provided us thus far.)
The breakdown of the seasons mechanic.
Phase 1 - Spring: The campaign begins in the exploration phase. You're dropped into a completely unique world (Typically naked, so think of it as old school DayZ was. You get dropped into the map with nothing but your wits and your skill.) The world will have ruins of ancient castles, abandoned mines, and haunted villages for you to scavenge the necessities of the game such as tools, weapons, and resources to start building fortifications.
Phase 2 - Summer: The Hunger sets in. Beginning its devouring of the world, NPCs become infected with the Hunger, becoming violent. You/Your guild begin building your Kingdom on for the campaign and fight for the ownership of resources to build your foothold.
Phase 3 - Fall: As the Hunger takes a firm hold on the land, resources become more contested. The design thought behind this is that you will move away from skirmish warfare with your neighbors and begin moving into siege mechanics as your fortifications are built and your influence grows.
Phase 4 - Winter: The Campaign world becomes a harsh and brutally unforgiving world. Neighboring kingdoms either become crushed under your boot heel or swear fealty to your own. Feudal wars run rampant. Player politics should become frenzied at this point as guilds compete for the victory of this particular campaign world.
Phase 5 - Victory/Defeat and Campaign World Destruction: The world gets destroyed in a massive cataclysmic event. The campaign victor is named and the spoils of the campaign are divided among all the competing guilds. Players return to their Eternal Kingdoms to spend their resources or choose another campaign.
And these all happen in a time frame from a month to a year and each campaign is a zone of the game with new content being generated with each world destroyed and a new one created. It's comparable to a typical MMO releasing a new zone every month.
A neat tidbit that I discovered is that your Eternal Kingdom is more than a social hub. It essentially is your own Kingdom. You upgrade and build your own Kingdom out in the wilderness. So fans of Sim City style games could find an exciting niche in the construction and maintaining of their Kingdoms. Since this is a sandbox game with a player driven economy you are not required to take part in the Campaign Worlds for the battle of resources if you do not wish to do so.
I'd like to take some time to point this out real quick before my next installment on this game. This game is of course centered around PvP and sandbox mechanics. It will have absolutely zero dungeons when launched and the most PvE you will get is fighting off NPCs around resource nodes on campaign worlds.
About the game and FAQ pages.