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Mimesis Online Developer Diary, part
1
Mimesis
Online from Polish Developer Tannhauser Gate, is a role-playing
game which transports you to a world where the borders between
reality and illusion do not exist. An unimaginable catastrophe
on a cosmic scale transformed this world, playing havoc with
the natural order of things, twisting everything, even time
itself, wiping out civilisation as we know it. For the Universe
itself, everything changed and nothing changed - a new order
was established, one where entropy rules, without intelligent
beings working to hold it back. The beings who survived the
catastrophe have tried to rebuild their world, each in their
own way. They once again want to enforce on the natural chaos
their order, their ways - authority, money, prejudice, cruelty
and conviction of their own superiority. Once again, they
are showing the unlimited ability of intelligent races to
adapt and survive. The forgotten civilisation is waking up
and slowly but surely emerging as the "new" civilisation
- and how similar it is to the old one.
On a regular basis we will feature a
developer's diary made by the Mimesis
Online development team. In this diary Derek Handley,
on of the staff writers tells us how it all began.
Part 1. "The Book of Exodus"
This would be so much easier to do if it was an interview.
With an interview, someone guides your hand and thoughts.
Here, you're on your own.
Okay, starting's the hard part...
My name's Derek Handley, and I'm one of the staff writers
at Tannhauser Gate, the studio which is bringing you Mimesis
Online, a new, online role-playing game. I'm not just a staff
writer here - I work on the RPG rules of the game and collaborate
on the creation of creatures and races. My qualifications
for those two tasks are the twenty years as a game master
which I have on my CV - I bet my mother never thought that
the Dungeons&Dragons sessions in her garage would end
up qualifying me for anything. Take heed, mothers everywhere
- role-playing games can get your kids jobs...
Anyway, staff writer is as good a title as any, and since
it is my title, I was chosen to write these articles for our
developer's diary, at least now at the start. Some of the
other team members will be along later to add their thoughts
and ideas.
For those of you who haven't read any of the interviews which
the Tannhauser Gate team has done, here's a quick introduction
to the studio. Tannhauser Gate is a relatively small graphics
studio operating out of a city called Wroclaw, which is in
southwest Poland. The whole team is Polish, except for little
old me - I'm from the Republic of Ireland, but I've been out
here teaching since 1996. I got involved with the project
over a year ago. The project (that's Mimesis Online to its
friends) is an MMORPG which is now nearing the final phase
of production - we're almost at the Beta Test phase of the
game, and still as excited about it as Artur, Marcin and Waldek
were when they started work on it a few years ago. There was
no studio then - each of the guys worked at home, getting
together once a week to put material together. There was no
game either. And the word Mimesis was still in the encyclopedia
waiting for someone to use it...
1997, and the aforementioned three friends were finishing
their Master's degrees in architecture. They had a plan, call
it a dream, and the dream was "Exodus", the first
entirely Polish-produced fully 3D computer-animated feature-length
movie. The world that it would be set in was thrashed out
in a series of meetings and discussions, and the first steps
were taken in this brave new world.
Earth, the distant future, and humanity are spreading out
across the cosmos. New lines are being drawn, new allegiances
are being formed. The old order is beginning to break down
as conflicts spring up, conflicts which the Earth government
had not forseen. "Exodus" was to focus on the fate
of the human race as war develops and it becomes clear that...ah,
but that would be telling too much. To find out some things,
you'll have to be patient.
"Exodus" never got made - the economic reality of
making such a film in this part of the world killed the project
with only a trailer for the film having been made. But the
project didn't die, it just evolved into something new.
2001, and the aforementioned three friends, along with the
team that they gathered and moulded are nearing the end of
that evolution. Mimesis was born out of the ashes of "Exodus",
and in later diary entires, I'll tell you how that came about,
and other stories from the development of what we know will
be a very different online role-playing experience.
Till next time,
Derek.
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