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Independant MMORPG Showcase Interview
Desta Online

Ekim, 2004-02-18

The independant mmorpg developers are more than likely the life-blood of the genre. Some of the people that we interview today may end up being among those who shape the future, who become the developers of the commercial games of the future. Today we present to you Charles Wagner, aka Overseer, the maker of Desta Online.



MMORPGdot: Thank you for taking time out of your busy schedule to talk to us. Can you take a few moments to tell us a little about yourself?

Sure, why not? I'm from New York and I'm 15 years old. I enjoy playing almost all video games except boxing, sports, and some racing games (Yes, I enjoy DDR =D). I started Desta over a year ago, and since then my knowledge of computers and the web has increased greatly. I'm just one of your typical gamers with high intelligence and an online game ;)


MMORPGdot: How did you break into the game industry?

I started off with RPG Maker 2000, just foolin' around seeing what I could do. Then when searching for "Playerworlds" (in context to Graal) I came across an online game engine.


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MMORPGdot: What was the first game you designed/produced?

The first game I designed was kind of pitiful. I made it with RPG Maker 2000, I called it Desta (Happiness in Arabic).


MMORPGdot: Can you tell us about your latest project?

Well I've recently gotten the source code for an engine, and I'm trying to learn Visual Basic 6 to edit it and make it my own =) Until then, Desta Online shall be updated with new stuff as much as possible!


MMORPGdot: Can you talk to us about some of the hurdles that mmorpg creators face today?

Finding the Engine, the time, and the money to make a game are the main reasons most MMORPGs fail within 3 months of release. Not to mention the creativity put into the game, and the mental "stability" of the owner/manager.


MMORPGdot - What do you think is lacking in the mmorpg genre today?

Communities. Very few of the mass produced games have established communities where you can run down the pathway and meet a person, then 3 days later see them again in a different town! Not to mention interaction between ALL players (Mass Messages).


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MMORPGdot - What advantages over other mmorpg games do you think Desta Online possesses?

Simplicity. No big fantastic graphics or requirements. No gigantic system that is hard to follow through with. As well as the fact that any player who is in good standing has a chance to be staff or police! Not many games can offer you that.


MMORPGdot: What aspect of Desta Online gives you the most pride?

My staff. All of them are dedicated to their job and know what it means to be a player. They all understand what a player wants and what they need, and what we can give them. MMORPGdot: Where do you hope to take your title in the future? Possibly 3D, or Isometric.


MMORPGdot: Are there any new features to Desta Online that haven't been seen?

Gaia, the entirely new section of Desta. Very few players and staff have seen it, but those who have are extremely impressed so far.


MMORPGdot: - What compelled you to choose the challenges of creating a mmorpg over creating a traditional stand alone title?

I like to have comments on my work that I can see, as well as the real time interaction between people. It's very heart-warming to see your players having a conversation on politics or their daily lives., especially when some of them live in different countries.


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MMORPGdot: How challenging is it to get both players and investors interested in a mmorpg today?

Most investors don't play video games, or aren't interested in the storyline of the title or work. They're interested in if the title appeals to all people, and if the graphics are mind blowing. Getting players is hard because… Where exactly do you start? If you run a game off of your home computer for free and don't have any money to spare to pay for expensive advertising… how exactly do you get the message out to the people? This is why I admire MMORPGdot doing this section for the independent MMORPGs.


MMORPGdot: In today's environment of large studio produced titles, how difficult do you find producing your project independently?

It's very difficult trying to get the players off of their PS2s and other MMORPG titles on their computers to come play Desta. Not to mention the fact that everything we do on Desta (Mapping, graphics) takes a long time to do, because of the small amount of staff and willing artists to work for us for free.


MMORPGdot: How important is marketing in the new world of mmorpg game production?

Who needs marketing when you can do it for free, or extremely cheap? I can understand if a game is worth 9 dollars a month, but most of the titles that are out aren't even worth that much. The basis of creating a successful game is as simple as "Hook, Line, and Sinker."


MMORPGdot: With your professional insight, do you care to speculate on the future of the mmorpg genre?

On the pathway the computer industry is going now, I believe that the future independent games will increase drastically in quality. The development of new software and engines and the affordability of them will slow down the studios quite a bit after some young producers get their hands on them.

Thank you for answering our questions.

For more information on Desta Online, or to subscribe, please visit the official website.

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Average Reader Ratings: 10 (1 votes)
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