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Mytheon Video Q&A, Part 2 of 2

Updated Mon, Feb 22, 2010 by Ethec

Veteran audio director Frank Klepacki knows a thing or two about setting the mood for battle. His previous efforts - the Command and Conquer: Tiberian Dawn series and Dune II among them - no doubt set the tone his work on the mythological MMORPG Mytheon, but the free-to-play game's asset light requirements and classical backdrop pose new challenges. Frank joins with Design Development Director Chris Rubyor, who fields questions about Mytheon's microtransaction nature, loot, progress towards launch, and what Petroglyph might have in store for the game post-launch, in this video Q&A with the Mytheon team.

For the basics of the game, be sure to check out part one!

Ten Ton Hammer Video: Click to play.


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A chance meeting with Petroglyph Co-Founder Mike Legg made me feel a lot better about liking what I saw of Mytheon at GDC 2011. More than any other developer I’ve ever met, Mike personifies absolute, unwavering enthusiasm – like some happy marriage between a first-rate development mind, a smiley face, and an espresso bean. That’s part of the reason we were, subjectively speaking, so entirely galled when True Games Interactive sued Petroglyph to regain development rights to Mytheon just weeks before release. Since I’d played Mytheon months before the ugliness and found it (to my admittedly para-professional eye) far more stable and bug-free than most other games in a similar state of development, it appeared to me that this was publisher villainy of the ugliest kind… like corporate thieves using a loose contract as a tommy gun and threatened legal action as the getaway car.
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