Today is a big day here at Only Single Player. Once again, we are bringing you another exclusive interview, this time about a game codenamed Class3, a zombie apocalypse simulator being developed at Undead Labs for release on Xbox Live Arcade and the PC. Class3 is set to be the zombie game that millions have been waiting for. A zombie game based in an open world scenario with survival elements that you’ve never experienced before. Sanya Weathers, Director of Community over at Undead Labs, took some time to answer a ton of questions about the game for us. So sit back, grab your preferred beverage, and enjoy a ton of new details about the ambitious project.
PART 2 OF THE INTERVIEW – https://onlysp.escapistmagazine.com/2012/07/07/exclusive-interview-class3-deciding-what-to-save-how-to-save-it-and-surviving-as-best-you-can/
Zombies are everywhere, Call of Duty, Left 4 Dead, Dead Island, even Red Dead Redemption. What are you doing that will make Class3 standout from the crowd?
Those are all great games. But none of them are an apocalypse simulator. None of them have at their center the concept of making strategic decisions to build and then defend a stronghold, one you populate with the survivors you’ve rescued.
We have fast-paced nail biting combat, of course, but that’s not all there is to Class3. We’re building a game about survival. Not for the moment, not for a day, but long-term survival in a post-apocalyptic world.
Have you been keeping a close eye on DayZ, the very popular Arma 2 mod that features essentially the same concept that you are creating with Class3? We’ve seen comments all over the internet about people running out to buy a gaming PC just to play that game.
We respect hard work and talent, and if it’s about zombies, we love it.
We’ve got different plans from theirs. Class3 is just for starters, you know. We intend to take player feedback and use it to refine the mechanics for the massively multiplayer online world game we have planned for the same universe, codenamed Class4. (More on that in another question!)
Success isn’t a zero sum game. Anything that brings more players to the genre, and anything that gets people excited about a less than linear world, is a win for all of us.
What kind of consequences will be involved with death in Class3? Will you lose everything you’ve obtained and start over with a new character, or will there be some sort of save point system? Or maybe even something like a regular/hardcore type mode?
We’re making a game about survival, so death is death. The character you’re playing will just be dead. You can then switch to the viewpoint of one of the other survivors you’ve rescued, and keep playing (without losing your achievements, your base, or your stockpiles), but the character that died isn’t coming back. Whatever unique traits he had and whatever he had on his person… hope you can make it or fake it without him.
Building your own community of survivors is crucial. (Although, if you do run out of survivors, we’ll respawn one for you just so you don’t have to start over completely from scratch.) The more skills and abilities represented by the members of your community, the more options you as their leader will have to hold off the zombie hordes.
How in-depth is the base building in Class3? If you find an abandoned home, can you literally just turn it into a safe house? Stockpile loot, create defenses and so on?
Yes, with some caveats. Every building that isn’t so damaged as to block the door (the vast majority of buildings in the game) can be entered, looted, and established as outposts — but only buildings with a fence or a wall can be turned into a base. What you can do does depend on how many and what type of survivors you have saved and recruited, but establishing your own base and upgrading it to your own strategy is a core part of the game.
Will other humans in the game be friendly, or is there a mix between them. Such as bandits and people who help you. Will there be points during the game that decisions affect how people treat you?
In Class3, there are no human enemies (though there will be in Class4). There is a tremendous range in the interactions the survivors will have with you, in terms of their tone, willingness to help you (if at all), and their personalities.
How they interact with you will depend on your actions. If you don’t take care to keep the zombies near your base thinned out, a hotheaded survivor might choose to take actions into his own hands. If you help a survivor that isn’t part of your own group, she may choose to reward you with supplies. Or not — she might need more evidence from you that you’re a trustworthy friend.
How large is the open world in Class 3, and how varied are the environments? Will we see any type of weather patterns such as storms, fog etc? What about seasonal changes?
The map we’ll launch with in Class3 is a square, four kilometers to a side, or 16 square kilometers, occupying the Trumbull Valley. About half of that is usable (in terms of stuff to find, do, drive over, etc.). There are different kinds of terrain, and the different towns have different architecture, but the environments in Class3 aren’t wildly different or anything. It’s small-town America.
We probably won’t launch Class3 with weather. We decided to prioritize the day/night cycle over weather. Doing it right has a real impact on the game world, both in outdoor spaces and inside buildings. It also matters strategically: I’m told there’s a huge difference between leaving your base during the day versus night.
Which games have been your biggest influences for Class3?
I asked the developers, because I’m the team newb.
Red Dead Redemption for its open world freedom and strong sense of place.
Grand Theft Auto III for its driving.
Uncharted 2 for its shooting.
X-COM: UFO Defense for its base building and mission-based scouting.
Assassin’s Creed and Batman: Arkham Asylum (with a dash of Dark Souls) for melee combat.
Last Night On Earth (boardgame) for its fantastic zombie-survival mechanics.
Oregon Trail because you can die of dysentery.
None of that is to say that you should expect to find any of the mechanics and systems of those games. This isn’t a salad bar, where we pick a handful of chickpeas from one bin and sliced cucumbers from another bin. We’re building our own game and trying a lot of things that simply have not been done before. But those were some of the games that kept the team feeling inspired.
We hope you enjoyed the first part of this two part interview for Class3. The next set of questions will be available tomorrow, so make sure to follow us on Facebook and Twitter to make sure you know the minute we post it up.
PART 2 – https://onlysp.escapistmagazine.com/2012/07/07/exclusive-interview-class3-deciding-what-to-save-how-to-save-it-and-surviving-as-best-you-can/