DUST 514 Megathread

Apr 17, 2009
7,729
San Diego, CA
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DUST 514 is a very different type of game. Yes, many people say this about their respective game titles — everyone thinks their baby is special, right? We really mean it though.

When playing your FPS title of choice, have you ever wished that there was something more to it beyond your rank, weapon unlocks, your kill/death ratio and leaderboard prominence? Those things are all great – but what if those matches you fought in actually meant something? What if your successes and failures against your opponents impacted the course of events in a vast setting, potentially changed a virtual world and the gameplay experience of thousands of other players? More than that, what if that impact was felt across two separate games – one on PS3 and one on PC/Mac – that share the same sci-fi universe?

DUST 514 is that game.

The Persistent Shooter Concept

Some may know CCP as the creator of EVE Online, a sci-fi MMO with an open galactic setting. It’s a game perhaps best known for its sweeping fleet battles involving thousands of players, its dynamic player-driven economy, and for having (and allowing!) espionage and spycraft. We think of EVE as the ultimate sci-fi simulation, and that’s where DUST 514 comes in. It’s a whole new way of experiencing the EVE universe through what we call a “persistent shooter”.

“Persistence” is the key word here. The world of DUST 514 doesn’t spawn when you fire up your PlayStation 3 — it’s always there and always being experienced and influenced by other players in the EVE universe. When you take part in events in the EVE universe through combat in DUST 514, you’re taking part in something greater than your own individual experience of that world.

Your Battles Have Impact

Your actions have significance. We think that’s a compelling approach to a game, and something that’s currently lacking in the industry. But impact on what? The EVE universe is made up of thousands of solar systems, each with a number of planets within those systems. Those same planets seen in EVE Online, where the MMO players create various planetary structures and colonies, are the potential battlegrounds of DUST 514.

Your fights impact the entire EVE setting, comprised of both DUST 514 mercenaries and EVE Online starship pilots, known as “capsuleers“. When you capture or destroy planetary structures, you are asserting dominance over regions of that planet – perhaps eventually the planet itself. As you profit while wiping out your opposition in DUST 514, the outcomes of these conflicts can affect territorial control of vast regions of space in EVE Online, something of great importance to EVE’s starship pilots.

But making allies of some capsuleers makes rivals of others… and that’s where things get even more interesting. (Can you say, “orbital strike“?) Players of both games will have ways of influencing each other, and actions will ripple between DUST 514 and EVE Online.

Part of what makes EVE Online uncommon among MMOs is that the open setting allows for emergent gameplay. Large-scale fleet warfare is fought among the stars in complex military campaigns that can span months, while spies can infiltrate corps and funnel sensitive intel to the opposition. Industrialists plot and topple rivals on the financial markets rather than through violence; skilled corps of hired guns settle disputes through… aggressive negotiations. This is just a fraction of what players accomplish in the EVE setting, which DUST 514 mercenaries will find their own unique ways to engage in. The possibilities are all there to become a part of this, but what happens is up to you.

Of course, either game can exist on its own without the EVE-DUST Link, but both sides benefit from it greatly when the players of each respective game choose to use the connections for all they’re worth.

A Single Community That Spans DUST 514 and EVE Online

Ah, an aspect of DUST 514 that’s near and dear to my heart. Those friends and enemies you make between the games leads to a great deal of player community interaction. CCP provides the setting with the EVE universe but ultimately it’s you, the players, who really breathe life into it. And people have certainly done so already, long before DUST 514 was even a twinkle in our eye.

EVE Online has history spanning more than eight years, with a vibrant and (usually) mature community linked together through EVE Gate, a social network for EVE players that is tied in with their characters. EVE Online players use it to communicate with their friends and enemies alike, and interact with their corporation even when not playing the game. We will open EVE Gate up to DUST 514 players as well. Opportunities will always be there for those who want to be part of the social fabric of this linked community, the wider EVE setting.

There are definitely challenges ahead, with a unified console and PC gamer community each influencing a shared setting through their respective types of gameplay. Rivalries, alliances and, dare I say, even some drama. Interesting times.

The Virtual Goods Economy

A strength of EVE Online is the depth of its economy. We are taking a similar approach to DUST 514, though we will do so carefully, with a slow integration of economic activity between both titles. (Fun fact: CCP employs two economists to oversee the EVE universe’s virtual economy, one for EVE Online and another focused on DUST 514.)

Virtual goods will be a major part of the in-game economy, and our business model for DUST 514 is built upon digital distribution and virtual goods transactions rather than following the traditional boxed games model. In fact, that’s another key thing that led us to abandon the FPS label in the first place — as a persistent shooter, our approach to creating and operating DUST 514 is more like an MMO. We will continually develop and improve upon DUST 514, but that won’t be funded by going the ‘map pack sales’ route. DUST 514 will have free expansions, and that development will be funded through virtual goods sales. Plus, everyone likes having customization options, right?

The virtual goods themselves will provide all manner of weaponry and defensive technology, vehicles, and more. This perpetual arms race will provide DUST players with variety in their gameplay and an array of virtual goods that supports a chosen playstyle.
“Would you like to know more?”

We are just now beginning to pull back the curtain and reveal more about DUST 514. So this is an important time for CCP, and we’re very much looking forward to bringing you something that’s quite unique in the gaming world. If you’d like to hear more about DUST 514, be sure to check the following for more info over the coming months.

Pre-Order: http://www.amazon.com/dp/B0050SXTA0/?tag=hidefnin-20

Trailer:

 
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E3 2011: Dust 514 to continue evolving past its release date

Dust 514, an upcoming PlayStation 3 shooter from the folks at CCP (Crowd Control Production) Games, aims to blend the line between massively multiplayer online games and first-person shooters. It’s not an MMOFPS, per say, but rather a persistent online shooter that interacts with CCP’s existing Eve Online MMO universe — one that will continue to expand and evolve past its initial release date.

“Eve has had expansions every six months roughly,” said Torfi Frans Olafsson, creative director of Eve Online. “I think there’s like 13 that we’ve delivered that have radically improved and changed the game since 2003. That’s kind of how we roll.”

CCP will be pursuing a similar strategy with Dust 514, confirmed Frans Olafsson.

“Dust will have iterations and expansions probably every three months improving the game, because with a dynamic game like this where you empower the players this much — give them this much freedom — you actually have to react quickly to the way they’re playing the game,” he continued.
“We’re not just burning DVDs and Blu-ray discs, selling them and then running away. This is a commitment to our players; we react to them, and we improve the game based on how they [play] and their feedback.”

One question on a lot of gamers’ minds is precisely how Dust will interact with Eve. This will occur in a number of ways, but here’s one specific example: in Eve, players can build infrastructure on the surface of planets for industry, defense, and general sovereignty. Dust mercenaries can also build up infrastructure. These locales will be hot spots for conflict between the two universes.

“Mercenaries can roam in and attack the infrastructure and all the precious belongings of the Eve players on the surface of the planets,” explained Frans Olafsson. “[They can] capture them or totally destroy them with a scorched earth policy.”

A Dust 514 beta is scheduled to arrive on the PlayStation Network later this year, with an official release coming sometime in 2012.
 
The Future of War: DUST 514’s Mobile Command Center

DUST 514 is an MMOFPS on the PS3 with large-scale vehicle and infantry combat taking place in, and with a real-time connection to, the EVE Online universe on PC. Players are able to band up into corporations (e.g. guilds) and wage territorial conquest on thousands of planets. What follows is a thematic description of Mobile Command Centers, or MCC’s. At 200 meters in length, these vehicles represent the largest, most powerful weapon a team can acquire, and are flown by a team’s commander. Oftentimes, destruction of the MCC means victory on the battlefield (we’ll give you more insight into the game’s command hierarchy, a system that allows players to form squads that are led by a player commander, in an upcoming PlayStation.Blog post).


Colossal. Imposing. Devastating. Any of these words could describe the MCC, but only one truly sums it up: Control. The MCC is the nerve center of any army, the backbone upon which wars are waged and battles won. It is from here, locked within the confines of a modified hydrostatic pod, that the
commander orchestrates the fate of those on the ground below. He does so having never set foot on the battlefield, but with the collective knowledge and situational awareness of every unit that has. If knowledge is power, it is the commander who wields it.


Heavily fortified and shielded, the destruction of an MCC is by no means an easy task…but it’s not an impossible one. Only a sustained heavy weapons barrage is sufficient to disable the MCC’s shields and take down its armor. If the MCC does possess an Achilles heel, it is its dependence on fuel, without a constant supply of which, its turrets, critical systems and, most importantly, shields are worthless. Commanders would do well to be aware of any and all fuel sources in a given area and plan accordingly.

 
Not to excited with the Eve combo, but do love how the trailer showed the ground war. Im expecting something a bit better than MAG, with similar platoons, just way past the modern age. So hyped for this game, cant wait to for a 2012 beta.
 
anyone playign this or tried it out? Its in beta ... i just signed up to play ... seems kinda neat but I haven't got into action yet just bought stuff.