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Earth Eternal Interview with Matt Mihaly from GDC '08

Posted February 27th, 2008 by Cody Bye

Questions by Cody “Micajah” Bye and Jeff “Ethec” Woleslagle
Answers by Matt Mihaly, CEO and Creative Director of Sparkplay Media

The massively multiplayer gaming market is an extremely crowded space and getting even more claustrophobic as the years go by. Games and game developers come and go with increasing rapidity, and only the chosen few who make solid financial decisions and stand out from the crowd ever make it to their own launch. So when the Ten Ton Hammer staff heard about a game featuring all “anthro” races, we were intrigued. The game’s name is Earth Eternal, and we had the opportunity to sit down with Matt Mihaly (CEO and Creative Director) at GDC ’08 to discuss Earth Eternal and the fundamental features behind the game.


Earth Eternal will play like your traditional MMORPG.

Ten Ton Hammer: Could you describe Earth Eternal to all those gamers that may not know what the game’s all about?

Mihaly: Earth Eternal is really part of suite of products that are going to be connected via a common identity and currency. This includes the MMO (Earth Eternal), instanced areas (like Habbos in Habbo Hotel) called Groves, and other social areas. Earth Eternal will be familiar to players of games like World of Warcraft, where you kill monsters to gradually advance your character.

We went with anthropomorphic characters. This isn’t a furry game, even though I’m sure people will obviously use the MMO for their own devices. The games has 16 races to choose from, and in this regard we really went for breadth rather than depth in making this decision. What I mean by this is that each race won’t have their own starting areas or their own custom animations. But our races will have unique heads, feet, hands, and tails, so players will be different in the way they appear. Players will also be able to completely recolor many different clothes, armors and weapons.

Weapon location is also an important customization aspect in Earth Eternal. Players can choose to have their weapons on their sides, hips, back, and more. We just strive to give players more customization, more than what a typical MMO would give. It’s one way that we’re trying to distinguish ourselves in a market where we’re such a small fish.

After that, it’s fairly typical MMOG gameplay. You have your dungeon crawls, player versus player combat, faction system, anything you might find in your typical MMOG.

Ten Ton Hammer: How will the server system be set up in Earth Eternal? Will players need to communicate before they make their characters to insure that they’ll be playing with their friends?

Mihaly: The server you’re playing on really isn’t all that important. You’ll always have the opportunity to play with your friends and migrate to different servers when you choose. You can even switch from PvP to PvE servers whenever you want. We just wanted to give players a little more freedom than what they’re currently used to.

Ten Ton Hammer: Aren’t you worried about messing up the server economies?

Mihaly: We are, but we really think of the economy as an aggregate rather than for each individual server. Auction houses will be cross-server; we really just want to remove the idea of a server.

Ten Ton Hammer: What are you going to do with the new money that you’ve recently received from investors?

Mihaly: It just mainly allows us to do more. It allows us to make a more robust combat system and really expand areas of content that may not have been as fleshed out without that extra money. Mainly it’s going towards development and hiring people to make the game stick out more from the crowd.

Everyone said raising money is going to be a full time job, but I think they were all liars. It’s more like three full time jobs. *smiles*


Earth Eternal Details

    Windows
  • Developer: Iron Realms Entertainment
  • Genre: High Fantasy
  • Status: In Development
  • Official Website
  • Official Forums
  • Retail Price: Free
  • Monthly Fee: Free
  • Release Date: N/A

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