| March 10, 2008 |
| GDC 2008 - Dreamlords: The ReAwakening |
By Paul Philleo Dreamlords,
created by the Swedish developer Lockpick Entertainment, is a massively
multiplayer real-time strategy online game with RPG constituents in a
combination web/client-based interface. It has seen a reinvention from when
I last
looked at the game. At the Game Developers Conference this year,
I took stock of the game and what massive changes have been made since it’s been
reinvented – or shall I say “reawakened”. The reawakening is underway a year
after Dreamlord’s original launch and months after the cataclysm that ended the
last Era had essentially put the game to sleep. My guide for this concise update was also my previous escort through the
features of the game, David Rosen, CEO of Lockpick Entertainment. Dreamlords
was, by many estimations including my own, an exercise in flawed and complicated
brilliance. One of the most crucial parts of the game, the crafting system, was
incredibly complicated and required a PhD in alchemy to master. In fact, Rosen
conceded the crafting system was one of the reasons behind re-tooling Dreamlords,
which at this stage is in alpha testing. “We’re removing steps of complexity
from an otherwise rewarding crafting engine in Dreamlords,” he stated. “It’ll be
much more straight-forward now.” However, that’s not the only fundamental changes being re-worked into
Dreamlords. The 3D tactical view of the patria, the islands where players can
observe and strategize over their PvP options, is a particularly clean and
attractive upgrade to the graphics engine over the previous iteration. The client and server interfaces have been simplified and streamlined for
ease of use and accessibility. More of the managerial aspects, such as
allocating and developing resources for buildings to expand the cities, people /
armies, civilian and military production, are run from the software client to
minimize the need to switch from a browser to the client. The web client still
allows a player to focus on the essential skills of strategy, trading and
crafting, but these aspects of Dreamlord’s expansive game play are more removed
from the immersive, real-time exercise of resources that fit better in a game
client. As is increasingly the case these days with many MMO games, especially
independently developed productions, the subscription model in Dreamlords has
been shelved in favor of a premium subscription model and an item-based economy.
So, the basic game play experience is free, unless you should happen to want to
get a leg up on the competition with a cache of premium items. While additional
items can also be paid for in-game, players will have the ability to craft
similar items using their own talent and time, so no player has any special
access to items that no one else can acquire. As alpha testing progresses with their 1500 and growing player base, Rosen
asserts that he’s “…very pleased with the response from our players to the
changes we’ve made so far.” As many updates as has been incorporated into
Dreamlords to date, more changes can be expected as the game progresses from
alpha to beta. MPOGD will be watching to see whether players can expect to
reawaken to an armchair strategist’s dream version of an MMORTS. |
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