Back in 2003, the original Planetside was one of the first high-profile first-person shooters to mix twitch infantry combat and combined-arms vehicle combat with a dynamic metagame and, most importantly, a persistent world. Since then, other developers seem to have caught on to the idea of persistence as a way for the FPS genre to evolve. Titles from World War II Online to the upcoming Heroes and Generals and Dust 514 have players fighting it out in worlds where the wider battle continues even when they aren’t playing. Planetside 2 offers another step in this evolution, but seems to be tying its persistence more to unlockable weapons and abilities and less to things like territorial control and conquest.
While Planetside 2 will be offered as a free-to-play title rather than a boxed product, the game’s most fundamental mechanics are unchanged from its predecessor. Three factions fight for control over bases on huge maps in wide-ranging battles involving dropships, fighter craft, tanks, armored personnel carriers and all-terrain vehicles. There are twelve bases on every map, each one covering about the size of a full map in Call of Duty (walking from one end of a Planetside 2 map to the other would take about half an hour, we’re told).
Players will still be able to group together to share experience points generated by group efforts, forming into Squads of up to 10 soldiers and multi-squad Outfits of up to 100 players. Publisher Sony Online Entertainment is also working on an even higher level of player organization that will contain multiple Outfits, we’re told. Players still earn Certification Points to unlock new abilities and increase proficiencies in those abilities, and there will be Warp Gates which connect different maps so that players can move freely from battlefield to battlefield.
While the fundamental mechanics may be the same, some things have been simplified for the sequel. The developers have reduced the number of character classes from eight to six, experience points are no longer divided into three separate pools, and players no longer need special equipment to hack base terminals and seize control over facilities.
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