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Another Lost Continents Interview @ RPGvault

(PC: MMORPG) | Posted by Moriendor @ Tuesday - February 19, 2002 - 18:38 -
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RPGvault features part no. 1 in a series of upcoming Lost Continents interviews. First one on the grill is Keith Baker, Lead Game Designer of VR1's MMORPG.

Here's a snip:

    Jonric: As an introduction to readers not yet familiar with Lost Continents, please summarize the game and its key features. When and how did the idea first arise, and what are the core design elements or goals?

    Keith Baker: Lost Continents is a massively multiplayer roleplaying game set in a world of pulp adventure. Back in the beginning of 2000, VR1 was considering ideas for an MMORPG setting. We wanted to find a setting besides straight fantasy or science fiction - a setting that hadn't been done before, yet one that was familiar to people and easily accessible. We settled on the pulps - a romantic era drawn from history and mythology. Lost Continents is a game of exploration and swashbuckling adventure. Step into it and you will be tracking dinosaurs through hidden plateaus, discovering the ancient relics of lost civilizations, and struggling to keep evil geniuses from destroying the world!

    One of our primary goals with Lost Continents is to create a massively multiplayer game where you get to feel that YOU are the focus of the action. All too many MMORPGs leave players feeling like small fish in a very big pond. We want to make you feel like you are at the center of your own story - that you have the power to affect your world, that choices you make matter. It's not just about killing another monster or getting a little more treasure - it's about progressing through an unfolding adventure. Of course, this sounds good on paper - but when you're creating a world for thousands of simultaneous users, how DO you make each one feel like the hero? I can go into more detail about this later in the interview, but a few of our tools are Private Zones - areas of the world that you face alone or with a group of friends, that alter their content based on your actions - and a system of quests and NPCs that allows the inhabitants of the world to remember your actions and respond to them.
 
 
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