|Sigil’s Brad McQuaid and Jeff Butler talk to GameZone about "creating an MMO that maximizes performance and customization while minimizing server costs":|
Question: Vanguard was first shown at E3 a couple of years ago and then, true to your word in 2004, it was on the floor at E3 in 2005. Has the game changed in any ways between then and now?
Brad: “I would say, for the most part, the vision, the core design, has stayed very much the same as we planned initially. Certainly, in beta, as we have received feedback on our systems, what’s fun about this, what’s not so fun about this. We’ve made some changes but as far as the fundamental core of the game, I’m pretty proud as to how …”
Jeff: “We’ve gone through it so many times. These development cycles are so long that one of the biggest dangers you can fall prey to is a lack of focus in terms of what your IP is, your thought processes and your philosophies. So we sat down, and we were six guys in that 1,000-square-foot building, we could pull up the design schemes and I could show you that our ancient documents that dictate what our philosophy for how we wanted our ranged combat to be …”