Frédéric Descamps: "Players Do Not Care About Industry Monikers"
At the end of September, Manticore will launch its new game Out of Time. An unusual but logical step for the creators of the Core platform, as Manticore co-founder and CEO Frédéric Descamps reveals in an interview.
For many years, Manticore Core has been successfully building a platform, a metaverse for UGC-supported experiences. Now, with Out of Time, a roguelike MMO is coming. How did the project come about and what do you expect/hope from the launch?
Out of Time is the 1st 3D multiplayer roguelike game. It features several new and original gameplay elements, such as a "Mix and Match/ you are what you wear" gear-based ability system, a coop shared stats mechanic called the Tether, intense and chaotic combat and all that in a persistent and gorgeous universe spread across time and space! We also have a lot of native social features such as global chat, advanced friends’ list and more. A bit like an MMO some would say. And Out of Time actually started as an MMO. Based on feedback from player and team, who wanted more over the top combat, we decided to focus the game much more on its innovative roguelike combat system. Meanwhile, they also loved the vast world spanning across time and multiple dimensions, the lore and the raid-like exploration, which we kept and expanded even. Thanks to Core, we were able to quickly prototype and iterate.
Out of Time uses Unreal but also the Core UGC platform. How crucial is it for the success of Out of Time that you get the Core community excited about trying it out?
Out of Time was developed using both Core and Unreal 5. Out of Time is launching as a separate, stand alone product. We have of course invited the Core community to come and join the game! Thanks to Core the game is built to be infinitely expandable with new content, new worlds and new gameplay added over time.
By breaking down the boundaries between the past, present and future, the setting of Out of Time is the perfect framework for very different gaming experiences. Is Out of Time itself a kind of gaming metaverse, even if – at least for now – the content comes exclusively from you and not from the community?
Yes, the time and multidimensional travel in Out of Time is very unique. After a catastrophe called The Shattering, mankind is now trapped in this new discontinuum and needs to survive. They have regrouped in Infinitopia, the last bastion, and need to explore this new reality and fight back against a chaotic force called The Tangle. For now, the game is all made by Manticore and there is no UGC. However, our post launch roadmap will include new features and systems akin to an MMO. We want people to come for the new adventures and the innovative roguelike combat and discover Out of Time is also a very social game at the core.
"Thanks to Core, we were able to quickly prototype and iterate."
-Frédéric Descamps
How much can you reveal about Out of Time's long-term content plans?
The immediate post launch roadmap is rich and includes new eras to explore, new gear and abilities to combine and experiment with. We will also have several PvP modes as well as social and UGC features such as guilds, leaderboards, player habitat, etc.
Most gaming metaverses, such as Core and Roblox, are basically just a portal to different experiences, almost like a kind of ‘game store.’ To what extent is a game like Out of Time, which transforms this ‘game store framework’ into a real game, the next stage of evolution for gaming metaverse?
It could be tending towards a metaverse experience. We believe players do not care about industry monikers and are attracted to the best entertainment and social experience. One could argue Roblox is massive MMO of sort for instance. In our case, with Out of Time, we are focusing on an awesome multiplayer roguelike experience and will then expand based on our roadmap and player feedback. We can easily add more content, more eras as well as new types of gameplay.
In Europe (and not only there), gaming platforms such as Roblox, Fortnite and other games that have a vibrant UGC and creator community are under observation with regard to youth and consumer protection. To what extent are you also affected by this with Core, and did this play a role in your decision to make a game where you have complete control over the content?
Not at all. We decided to make a forever expandable game, akin to an action combat roguelike MMO using Core because we fell in love with the gameplay.

is the CEO and co-founder of Manticore Games. Before founding Manticore, he held executive positions at Zynga, A Bit Lucky, Trion Worlds and Xfire .
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