Hinds says the goal of the project is to go “back to basics.” He says he “noted a consensus that the abundance of military equipment, plentiful loot and vehicles were taking away from the ethos that made Rocket’s mod so great to start with; that being the scarcity principle plus the sociological implications that arise from such conditions.” In loose canon terms, DayZ 2017 will take place five years after DayZ, when (presumably) all that fancy military equipment has been used up.
Hinds wants to populate the mod–set on a different, existing Arma 2 map called Celle–with more rugged, “The Road” or “The Book of Eli”-style survivors. “Instead of the clean looking baseball cap wearing survivors, I went for ragged and worn, hobo-like survivors–think plastic grocery bags for socks. I had quite a few attempts at modeling without much real luck and then found some old abandoned Arma units, did some tweaks, and got them running in DayZ. It all took shape from there.”
When I asked Hinds what features he’d add to the game through DayZ 2017, his response was an interesting one. “I suppose it will take away as much as it will add,” he said. “Sometimes less is more. My hope is the immersion is notched up and the social aspects take a more prominent position again. Going on my own early experiences with the mod, I remember literally having to stop playing and pace the room as the adrenaline dumps were too much to deal with (and that was just from scrambling out of Cherno with a can of beans and a watch). If I can get it close to that again, then it’s ‘mission accomplished.’ The main changes will be taking out most loot and making whats left very rare.” Hinds says that more features are planned, which he’ll reveal once he gets the foundation of the mod up and running.