The little known NKGN (North Korea Goes Nuclear) factor in modern MMOG development...
What's it like to enter the big-time MMOG industry as a small independent developer? How will a vehicle-based futuristic game fair in a genre primarily geared to the wonts of fantasy fans? Will Kim Jong Il influence AA's development? How many cuss words will a dev have to have visi-bleeped in a formal interview?
Answers to these burning questions and more in a candid interview with Design Director Ryan Seabury at UK's Prodigious Gaming website:
Pro-G: Was there ever a point where you felt you had undertaken a job that was slightly beyond you?
Ryan: NetDevil has a pretty can-do attitude - obvious by the hours that we work. We bend over backwards to do what we say we're going to do. There's always uncertainty as an independent developer. Until you have a consistent revenue stream coming in from some hit game, or at least a couple of OK games, it's pretty scary, because all of our money is coming in from one publisher at this point. JumpGate is still active but it's not by any means a commercial success.
North Korea could just blow the sh*t out of Seoul someday which would destabilise NCsoft because they're a Korean company. We think about those things. We have to. That would destroy their cash flow and then our project's gone all of a sudden. Those are the kinds of things that have to enter your mind as part of the cognitive process for an independent developer.
I don't know if there's ever been any 'oh sh*t' moments. There's never been a point when we were like, 'man this sucks, like what have we been doing?'
Ryan recounts more indy-dev highs and lows here!