Ten Ton Hammer:
Being a free-to-play game, how does Runes of Magic go
after hardcore
players who are more used to a subscription model?
Sean: I
think
Runes of Magic
is setting a new standard in free-to-play that
would reset the expectations of most subscription gamers –
maybe even have them evaluate what they are getting for their
$10-$15/month. Most people now expect more, and the games that will
succeed will meet those expectations.
I’m sure some of those subscription gamers are looking at
what they get for $180/year. We would definitely welcome them into our
game. If it’s about money, you could play Runes of Magic
without ever purchasing diamonds, since we don’t make you buy
anything. I will say that the experience is definitely more fun if you
have some diamonds for a good mount and some other extras, but
it’s not necessary to have a great time. And, you always have
the option to just not play and not be billed for it, which
isn’t something most subscription games offer without some
sort of fee.
Ten Ton Hammer: Once the
game is launched, what can players expect in the near future as far as
updates go?
Sean: The
team is larger than most US live MMO support teams. We’ve got
Runewaker’s creative director and almost the entire team
still creating content for the live game. Our goal is to add in
incredible amount of content that always makes players wonder why
they’re paying for content in other games.
Ten Ton Hammer: We wish
you the best of luck with launch, is there anything you want to say to
fans and players from the beta?
Sean: We
want to make sure the TTH community realizes what a great and unique
game this is in the free-to-play market and we’re big fans of
TTH. If you ever have suggestions on how we can make the game better,
we’re here and we’re listening.