Jonric: Since we're talking about a project that has only recently been revealed, let's start at the very beginning. When and how did the idea of creating a second online game using the Norse setting come about? Ragnar Tørnquist: I want to take a moment of your time to introduce you to the proto-thought, that tiny germ of an idea that eventually metamorphoses into a big, hulking monstrosity of a game. With Miyamoto, it was a fat little Italian plumber named Mario. In our case - without implying that Midgard is anything like Mario 64, of course, nor that I am anything like Miyamoto - the proto-thought went something like this: "Hey guys, wouldn't it be cool if, seeing as we're, like, Norse, we do a game based on Norse mythology and, uh, history?" except that our proto-thought was in Norwegian, and not nearly as articulate.
Not exactly rocket science, is it? But there you are. The idea is born. In the immortal words of Ambassador Kosh; "And so it begins."
Honestly, though, it was about bleedin' time someone made a game based on Norse mythology - and Rune doesn't count because, God bless 'em, I don't think historical accuracy was a priority in their case - and who better to embark on this particular voyage than Funcom? After all, we can just look out the window for inspiration. Well… in theory at least. Remove all the office buildings, roads, cars, people, and railroad tracks, and maybe, just maybe, you'll have something resembling Oslo a thousand years ago.
The idea to do a different type of online game began way before the setting materialised, however. We tossed a few concepts around, but nothing really gelled until we decided on the setting and began researching the time period. From that point on, the game just designed itself. Almost. I still have lots of work to do. Honestly.