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Gamespy has interviewed eGenesis' president, Andrew Tepper, about their unconventional MMORPG "A Tale in the Desert". Here's a bit:
GameSpy: Some time has passed since you first started doing the tests of A Tale in the Desert. How do you feel about the game at this point?
Andrew Tepper: Well, we're really thrilled about how it's turning out -- and not just from a technical point of view. We always believed that a non-combat MMORPG would appeal to a very different type of player than the well-known online games. In fact, many long-time players of the other games have joined our play sessions and said that ATITD is so different, such a fresh approach, that they've started thinking about games in a new way. Hearing things like this -- as a designer, that's just the biggest thrill there is!
GameSpy: Now that you have had a chance to see how the human element reacts to the game, are you making any changes, or enhancing certain features?
Andrew Tepper: During the early design phase, I underestimated how important guilds would become. We had always planned a sort of "buddy list" where players could give a friend permission to use their stuff, but hadn't contemplated large organizations of people cooperating.
The entire guild system was added *during* beta#1, in response to a player initiated law. This was one of several totally unexpected laws that were implemented during the test. |
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