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Petroglyph Studios: Upcoming MMOG Interview with Studio Co-Founder

Posted May 12th, 2008 by Cody Bye

Questions by Cody “Micajah” Bye, Managing Editor
Answers by Joe Bostic, Studio Creative Director and Co-Founder of Petroglyph

As the massively multiplayer online gaming marketplace proves time and time again that this style of game can make money, more and more development studios are jumping into the fray. Recently, Petroglyph Studios (the creators of Star Wars: Empire at War) announced that they had taken the plunge into the market and were teaming with True Games to bring the game to the public. Ten Ton Hammer’s Cody “Micajah” Bye took a moment to chat with the studio’s creative director and co-founder, Joe Bostic, to find out more about this up-and-coming MMOG studio!

 
Ten Ton Hammer:  To start, the announcement that Petroglyph Studios is making a MMO is fairly big news, especially since that game has a very good chance of being in the real time strategy genre. Is it safe to assume that you’re making is an MMORTS, or is it too soon to tell?

Joe Bostic: While the game we’re making does cater to thousands of simultaneous players, it is not a typical MMO.    Our focus is on the action of gameplay, sharing challenges with friends, and working together to achieve a combined goal.   We like staying away from the MMO moniker because it is very strongly associated with World of Warcraft, and dozens of other games like it.   The game we’re focused on with True Games Interactive is a real-time, action-based game that will stand apart from the large crowd of similar titles all competing for the same players.    

Ten Ton Hammer: Why did you opt to make a micro-transaction based game rather than follow the subscription based model?

Joe: For many people, a forced subscription equates to not even giving the game a chance, whether because they don’t have the means to pay a monthly fee, or they have a personal dislike for such a thing.   It also means that you have to decide whether you’re going to play the game enough to warrant that fee every month.  With a free-to-play micro-transaction system, you pay only what you want to pay, which is much friendlier to a lot of people out there.

Ten Ton Hammer: Over the years, Petroglyph Studios has really shown that they can make quality real time strategy games. How do you plan on taking that experience and transferring it into the massively multiplayer gaming space?

Joe: Petroglyph has a pedigree that includes many different types of games including MMOs, so we aren’t exactly strangers to the genre.  As to how the RTS experience transfers, we are quite adept at quickly iterating on new concepts. ;)  We like to have playable versions of games up as soon as possible so that the process of balance can begin.  With both Empire at War and Universe at War, getting multiplayer up and running first was a huge priority, and that directly translates to MMOs.  If you’ve played UAW, you can imagine what a balancing job that was – the MMO will be much tougher, but I think that our experience will show through.

Ten Ton Hammer: For the most part, it seems like your studio is in the early stages of the creation of your massively multiplayer game. What is your team focusing on at the moment, and how will this affect future gamers?

Joe: Right now, we’re discussing the storyline of the game, how it will be delivered to the player, and we’re also working on a prototype that we hope to release very early in development to online gamers to get some initial feedback on and draw some conclusions.   More than any other title in our past, we are doing quite a bit of research in order to ensure this game resonates with our core audience and we’re involving them in the game development process to ensure that.

Ten Ton Hammer: When finding a partner for your future MMOG, why did you decide to go with True Games? What drew you to that particular company?

Joe: True Games has a lot of experience behind them when it comes to the Free-to-Play MMO market, and they were very passionate about bringing our new MMO idea to the world-wide marketplace.  They are a great bunch of people to work with.

Ten Ton Hammer: Massively multiplayer online games are incredibly difficult to develop, especially when it comes to play balance and mechanics. How are you hoping to jump this hurdle? Is this even more difficult for creating an MMORTS?

Joe: Balance and mechanics really depend on the scope of your title.  With our game, we are focusing on one core element and everything will revolve around it – this simplifies a lot of the process and makes it a bit easier to handle.  That’s not to say that it won’t be a monumental task, but every game has its own unique set of hoops to jump through.

Ten Ton Hammer: From a development standpoint, what do you feel is the most difficult part of working with massively multiplayer games? What’s the most exciting?

Joe: The most difficult part will be making sure that everyone has a fun and balanced game experience, and that those who choose to pay have no direct advantage over those that don’t.  The most exciting part of working with a game like this is seeing it all come to life and observe people play what will hopefully be a brand new game experience – I am already looking forward to the beta! *smiles*

Ten Ton Hammer: When can players expect to see more information about your upcoming MMOG?

Joe: I wish I could say more, but True Games will likely release more information when they decide the time is right.

Ten Ton Hammer: Finally is there anything else you can tell Ten Ton Hammer readers and Petroglyph fans?

Joe: This is a new direction for Petroglyph and for our fans – we hope that it will be a fun-filled experience for everyone, and I look forward to talking in more detail about the game soon!

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