Posted April 29th, 2006 by Awenyddion
by Nicole "Awen" Hamlett
Starr Long, producer of Tabula Rasa, was kind enough to answer a few questions about the NCSoft's MMO on-deck for release later this year (following Auto Assault, which hits stores this week).
Starr: The original incarnation of TR began at the end of 2000. The idea came from our desire to make a non medieval fantasy and to make an MMP that was easier to play, told a story, and felt dynamic. The current incarnation of the game began at the end of 2004.
Starr: Things are coming along very nicely. Most of our work of late has been on content. We are almost complete with our first planet, the forest world of Foreas and have started on the second planet, the harsh volcanic world of Arieki. We have also been progressing through the character class tree and are finishing up the second tier as we speak. We have tons of new creatures, weapons, wearables, etc. that we will be showing off starting at E3 this year.
Starr: I believe the new design is better in just about every way than the original design. The game is much easier to understand, especially visually. It is also much more intense then before. Now the game feels like a war is going on around you.
Starr: As mentioned above the game is much more focused on providing an experience of being at war.
Starr: I prefer the word “moody”. J Yes our worlds are often dark and moody and that’s because there’s a war going on! Bright and sunny tends to detract from trying to portray a war. With that said there are some relatively pristine parts of the planets that won’t be as moody.
Starr: My favorite aspect is the intense and dynamic nature of our game, both in the shared battlefields and the instanced missions. Very rarely do you run into NPCs just standing around waiting for you to kill them. They are almost always doing something, most of the time that something is fighting each other.
Starr: Class balancing is a challenge regardless of PVE or PVP. However obviously balancing for PVP is more challenging because people are always smarter than NPCs.
Starr: No. I think the genre of your game is irrelevant as long as it is easily understood.
Starr: I think a third generation MMO is one that attempts at least one radical departure from the standard gameplay of the first two generations. We hope that TR will fit the bill for the third generation but I leave that for the players to decide.
Starr: I believe that if we can make our games more alive and dynamic then players might be more excited by them. If every time I enter an area something is different, even something small, then I think players will be more entranced by the experience. That is some of what we are trying to do with TR.
Thanks to Starr Long and the NCsoft / Tabula Rasa crew for their time. We can't wait to see what you've got for Tabula Rasa fans at E3!
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