Ten
Ton Hammer: So what were your greatest challenges developing the game?
Jake
Rodgers: For me,
that’s easy. It was the user interface. Having an MMOG on an
iPhone, we’ve done some things that definitely simplify
things quite a bit, but that was kind of hard. Our visual challenges
too; to make that happen and not have buttons everywhere on the HUD
when you’re trying to play. I think that we addressed that
pretty well. It was a constant ’where are we going to put
this button?'
Spacetime
Studios: Yeah,
where’s this going to go when you’re managing
inventory, there’s hills, and spells….
Jake
Rodgers: So once we did that,
we got that to a place where we were pretty happy about it, getting it
over to the iPad, there’s so much space that we ran into the
opposite problem. Now there are all these gaps everywhere.
Jason
Decker: The most difficult
thing was getting our heads around the fact that we were going to make
iPhone games a while ago, and after that when we decided to make the
MMOG, you have to shift to thinking about the sessions. I was on the
receiving end of a critique from everybody about how long
it’s going to take, about grinding against the mobs and all
that stuff. For me, the thing to get right away was making the
experience feel like it belonged on the device. I knew the UI was in
good hands, I knew the technology would be there, but for my part of
it, making it fun to fight a mob and still be meaningful, making travel
somewhat meaningful but then accessibility…but all of that
stuff seems like a bucket of contradictions. So, fundamentally, being a
designer on the project was my challenge.
Jake
Rodgers: There are so many
things, when we started out, that we had the assumption, even though
they weren’t fun, that they had to be in the game because it
was an MMOG, but we got rid of a lot of that stuff. To me, this is the
Peggle
of MMOGs. I like it; I don’t even have to think about it.
It’s not a grind ever.
Gary
Gattis: For me, the biggest
challenge was working with my partners again in such close quarters.
That’s not true!
Jake
Rodgers: Gary has a lot of
questions about things that we have to answer all the time.
Gary
Gattis: Man, we’ve
been together for…this is our fifth year. At this kind of
company, most people have worked together ten years prior to this.
It’s not easy running a small, sometimes big company. I love
these guys more than I ever have.
Jason
Decker: I’m
thrilled to be working on a project that is so relevant and
revolutionary. I do believe, in my heart of hearts, that all successful
MMOGs will be put on mobile devices at some point in time in the
future. Not only on mobile devices, but ported to the mobile device
because it lends itself to it. To be on the forefront of that, for me,
is one of the most exciting times in my career.

Ten
Ton Hammer: So you have quite a bit of experience behind you, too. What
stuff have you worked on in the past?
Cinco
Barnes: Well, Rick Delashmit
comes to us by way of some
Ultima
experience long ago. He did a bunch of that stuff.
Jake
Rodgers: I worked on a few
Ultimas,
but not
Ultima
Online. My first game was
Wing Commander 2,
then
Privateer.
Jason
Decker: Actually, we worked
together at SOE on
Star Wars Galaxies.
That was the first MMOG for me, and for you, too.
Jake
Rodgers: Yeah. That was a big
learning experience. We had 5 ½ years of that, going through
all that and starting the DC project right before we left.
Jason
Decker: Actually, we did a
couple of expansions for
Galaxies.
We did the space flight expansion, which for me, was the reason I was
there. I really love space games so much. We did the
Jump to Light Speed
expansion, and Jake and I did the
Rage of the Wookies,
the episode III expansion, and that was cool.
We formed this studio around 2005 and started on a big MMOG project for
NC Soft. That went really well for a while and we had a lot of neat
stuff to show for it, technology and IP, but it wasn’t meant
to be. I think that’s when we started turning our attention
to making things a little bit smaller. We definitely have some
experience in the MMOG industry. We’ve run around that block
once or twice.
Ten
Ton Hammer: Was there anything else you guys wanted to share about the
game?
Spacetime
Studios: We would like to
mention our technology partner, Andy Sommers, and he’s
absolutely brilliant. And there’s another guy called
RickDelashmit who is kind of a right hand man too, so I want to make
sure that if you’re naming names that those guys get their
props. We’re small; we’re six guys right now. We
were 50 at one point in time, so just as we’ve distilled the
MMOG experience down to the iPhone, we’ve distilled the
company right down to the core as well.
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