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A Warhammer Online Interview has been posted at Gamer.tv, talking to Robin Dews about this upcoming MMORPG. Here's a piece about how the game changed during development:
Gamer.tv: When we first heard about the game nearly two years ago it seemed to consist of 'battling hordes', but it has since been transformed into an online RPG-adventure - why did this come about?
Dews: We started out thinking we could do a massively multiplayer online battles game and actually came up with a design that would work pretty well. However, online gaming communities are precisely that. They are real communities with rules, laws, codes of behavior etc, and we quickly realized that the problems we would encounter in delivering a persistent world battle game would be all about social engineering and not software engineering.
The trick lies in how you create an experience that is challenging, edgy and fun for the players, whilst at the same time giving new gamers a degree of protection from hardcore, tooled-up long-termers. And all of this matters a great deal in a battles game, where the main arena for player-player interaction is conflict.
Although we came up with a game design that worked, it involved bending the background in ways we were not quite comfortable with, and so we began to focus our attention more and more on a player vs environment game that would encourage our players to behave in a more coherent [cooperative] way in order to stay alive. This shift in approach from an online battles game to an online adventure game would also enable us to really explore some aspects of the background that we'd only just touched on before in print and on the tabletop. | Source: RPGPlanet |
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