Posted Wed, Apr 16, 2008 by Taea
Designing and creating an online game like Richard Garriott's Tabula Rasa is a huge undertaking, but the work doesn't end there. John Erskine, Director of Studio Services for NCsoft North America, examines the role of supporting a live product from its inception to launch and beyond, using Richard Garriott’s Tabula Rasa® as the most recent example.
We want people to love the game they work on, but not love it “too much.” It is important to maintain a healthy “emotional distance” from the game so we can see the issues clearly and effectively.
See the full editorial on the PlayNC site.