Global Agenda: What We Know So Far

Global Agenda has become a forerunner in the "next generation" of MMOFPS hybrids, proving to be one of the most anticipated games of its kind in 2010. As promised, here is what we know so far…

Since last fall, at PAX, we learned that Global Agenda's mission gameplay is instanced; players can randomly group with other players if they wish, or they can engage in combat scenarios with their friends or fellow Agency members. Out-of-combat locations, like cities, are persistent and allow players to socialize and trade wares.

PvP gameplay is an entirely different monster though, as we learned when we reported the MMO's pricing details recently. While the "box purchase" buys the aforementioned, Campaign mode PvE access, including limited PvP, a monthly fee of $12.99 USD (as of press time) unlocks a slew of additional content; most of which revolves around AvA ("Alliance vs. Alliance") gameplay, geared towards territory and world domination. This "Conquest" gameplay mode spans many zones, with each zone containing up to hundreds of "territories" (all represented by a hex-based "Conquest Map"). Unlike many of the one-off PvP skirmishes, Conquest mode does include persistent-world gameplay.

The PvP gameplay in Conquest mode is touted as an epic, ongoing war with tangible rewards and penalties, depending on the outcome of battles: "At launch, we expect to have enough zones that there is always somewhere to battle 24 hours a day," according to the Global Agenda website. "An Agency may fight in multiple zones, or may choose to focus only in those zone(s) that correspond to the hours that most of their players are online. When a Zone is closed, no combat missions may be launched in it until it re-opens the following day. Zones provide a confidence that when they close all of the gains (or losses) made in that zone will be there when it re-opens the following day."

Closing these zones will allow players to tend to other activities (like eating and sleeping) without worrying about their progress being lost while they're offline. What's to lose, you might ask? Among the various inherent benefits of holding territories, Agencies can construct a variety of equipment in Conquest missions, including Siege Vehicles, Mechs, Tougher Beacons, Mini-Nukes, Super-Hubs, Defense Platforms and more.

In certain ways, reports of Global Agenda's Conquest mode remind us of the epic, far-reaching, high-impact warfare that many MMOs, like Warhammer Online, have attempted. What's most interesting to many players is the MMO/FPS dynamic; is it possible to capture the most-enjoyable mechanics of a "twitch-styled" shooter game in an MMO? Likewise; can the appeal of a social, persistent-world, progression-influenced MMO be nurtured in a FPS? Hold that thought for ZAM's upcoming preview, when we share our initial reaction and thoughts about Global Agenda's early gameplay. For more information, stay tuned to ZAM's Global Agenda portal site, and check our report (or Hi-Rez's "Pricing FAQ") for clarification about the game's launch model.

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