Ten
Ton Hammer: That almost reminds me of the old Priest of Discord in
EverQuest that you could turn the book into that would perma-flag you
for PvP, only a more advanced version of that system.
Lee
Hammock: Exactly. For a whole
PvP server there are so many little
things you have to look at. For example we’d have to make the
Lifenet pods non-PvP zones because rezzing in a place where you can be
killed is just ridiculous. So there are all these little things
we’d have to do to make a full-on PvP server, but we think we
would do a better job integrating the ability to be fully PvP flagged
into an existing server rather than try and make it into a separate
one. Also it’s better for us in terms of maintenance to be
able to just focus on the one server type.
Ten
Ton Hammer: Do you have plans for any live events scheduled for
after the official release?
Lee
Hammock: Totally.
That’s part of the live
team’s job. We’re planning on having some holiday
events – probably 6 or 8 a year – most of which are
going to be based around the factions. We’re probably not
going to hit Halloween because it’s too close to launch, but
we’ll be doing Thanksgiving which I think is going to be a
Vista holiday. Each holiday is going to have a particular faction
that’s associated with it so it should be a lot of fun.
Ten
Ton Hammer: What’s the mood at the studio right now? Is
it the launch crunch or are things pretty laid back?
Lee
Hammock: Actually
it’s pretty laid back at this point.
There’s definitely stuff that we’re trying to get
in, but we’ve done all we can for the most part.
We’re still working on patches and we’re doing all
that we can to get things like fixes in, but really there’s
not that much stress.
We’re a fairly small company; very much an indie game
developer. We’re not part of a huge studio, but rather
independently financed. I think the running joke was for a while
– I’m not sure if this is still true –
but for many years WoW’s cinematic department had more people
than our entire company.
So it’s the sort of thing where we don’t need to
launch with 500,000 players to be profitable. If we launch with 50,000
we’re actually very profitable. If we launch with 100,000
we’re extremely profitable. So we are confident we can hit
the launch numbers we need to stay in business, and we’re
very much shooting for the EVE model of realizing we’re not
going to be the biggest launch and we except that. But we are confident
that over time we have enough depth of gameplay to really pull more
people in.
So overall we’re good. We’ve gotten a lot of
positive feedback lately, and I think we’re starting to find
our audience in terms of the beta testers and all that kind of stuff.
It is very true that this is a very niche game, it’s not for
everyone. Folks who like an easy experience who don’t like
having to learn how the game works – I’m not saying
that’s a bad thing – but this is a complex game.
It’s not a simple thing to just pick up and play without any
real thought or effort. But there’s a real audience of people
who want that. The audience I think we’re going to end up
with are the people who would play EVE if it wasn’t so much a
spreadsheet in space, or would play WoW if it there was more depth to
what you were doing. That’s really the audience
we’re shooting for.
Ten
Ton Hammer: We wish you all kinds of luck with it!
Lee
Hammock: Thank you!
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