Ten
Ton Hammer: The
perception among your
fans is that you’ve done a good job of being transparent to
your fans. That counts for a lot in today’s market; MMOG fans
are a
pretty jaded
lot. What have you done differently?
Hal
Hanlin: We’re
not making
promises we’re not keeping. We say we are your next
MMO. Why? We
have graphic superiority, innovative and fresh gameplay built from a
foundation you’re already familiar with, a class system
you’re going to
feel is intuitive and wish it was in your next MMO and more.

How do you kill what has no
life? A big sword!!
Ten
Ton Hammer: For
better or worse, the gamers we talk to
feel like they know
everything there is to know about
Rift.
Do you have any aces up your
sleeve?
"We weren’t
content with just a quest system, or a skill tree system, we went
further. Did we invent most of these features? No. But we made them
better. Pong had two sides, does that make two faction PvP a copy of
Pong?"
Hal
Hanlin: We’ve
been more open about this project
than any
other project I’ve been on. E3 2008, which you
mentioned
before, was
very heavily scripted because it was a technical proof of concept
piece. At Cologne with Russ Brown [Trion VP of
Development], I was
doing demos up in the executive area and it became really clear between
us that our game is awesome. We’re not going to
blow off the
market
hype, but at the same time, when talking to people new to the game,
there’s no smoke and no
mirrors. Our game
is good enough to stand up
on its own.
Ten
Ton Hammer: Put
another way, you guys really
haven’t
talked about your road map after launch. Given the long
record of
mainstream market disappointments in the MMO space in the last few
years, do you feel like you owe the player something to make them
invest time and money into the game?
Hal
Hanlin: We’ve
shown people
everything they wanted to see. If they didn’t know
to ask for
it,
heh, that’s a shame. There are
level 50
expert dungeons of
everything currently in the game, and they’re not just your
typical
heroic versions, they open up new wings entirely and there are 40% more
bosses in these. We have raids we’ve talked about
and raids
we haven’t
talked about. We even have raid Rifts we are currently
testing. We
have a huge amount of content we could talk about, but we have the
ability to go from an idea to a testable event within a
week. Given
that we can do that, I don’t think the players that come to
our game
will ever be disappointed. It’s our game
too. When
I go home, this is
what I play. Not because I’ve been told to, but
because I
want to.

Looks like things are going to
get hot around here!
Ten
Ton Hammer: Those
are some very short development cycles.
It sounds like you
have a lot of confidence in your design team and this game.
Hal
Hanlin:
I have crazy confidence in them! This is not confidence based
on faith
either, this is confidence based on watching what they’ve
done and are
doing right now. I’ve watched them do the work from
start to
finish
and they are without a doubt, fantastic. They work together
and keep
all things coherent and transparent.
Ten
Ton Hammer: Last
question. So we’re
less than a month from launch. Is there anything about the
game you
want to point out that maybe you feel us as the press hasn’t
done a
good enough job highlighting?
Hal
Hanlin: The
enthusiast press and the
foundation press have listened well. I would love to have
some great
bullet to present you with right now, but candidly we really have
gotten some attention about everything.
Our thanks to Hal Hanlin for this interview.
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