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Seed: Media Event Transcript @ Stratics

(PC: MMORPG) | Posted by Inauro @ Friday - January 27, 2006 - 20:09 -
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| Game Info | Homepage
A transcript of a recent media event held by Runestone Game Development to discuss their forthcoming title Seed is available at Stratics.
Kara: Ok, let's get this started!

I'd like to welcome everyone to the first Seed media chat!

We feel this is a good way for the developers to interact with the community, and for you to ask the questions you want, in a more personal manner and hope that you'll agree.

I'd like to welcome the developers; Lars Kroll Kristensen, CEO of Runestone and Producer of Seed, Lead Writer Alex Uth, 3D Character Artist Anders Nydam, 3D Artist Nick B. Jensen, Programmer René Kragh Pedersen, and last but certainly not least is Morten Juul, PR and Community Manager for Seed.

GameZone: What was the inspiration for this rather unique idea behind Seed?

[RGD]Kroll: Well.. a lot of different sources I'd say. For me personally, pen and paper roleplaying, and AI technology were great inspirations.

[RGD]AlexK: It's a very broad question - could you narrow it down a bit? :)

GameZone: Certainly. essentially, people are diving into this game and taking on almost real-world counterparts in the social atmosphere what was the inspiration for a game that mirrors, in some ways, the real world, albeit in a cyber reality

[RGD]AlexK: Right, yes. Live roleplaying for my part, I think. The freedom larp players experience in a shared frame. So, a very social game. A game where people could play around with stories.

Society of Gamers: Saying Seed is doing things differently is an under statement. What is it about your game that should appeal to players? Why will they want to play Seed?

[RGD]Kroll: Always a good question. Well, in Seeds case, the answer is more like "Who will want to play it ?" Because Seed certainly won't appeal to *all* players. We are striving to make a game where roleplaying is front and center and all our gameplays are in some ways connected to roleplaying: We ask ourselves with new gameplay systems we design: "what does this do for the stories, and for the roleplay?"
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Source: Stratics
 
 
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