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A Video Q&A with Rift's Scott Hartsman, Part 2: Planar Invasion!

Updated Thu, Sep 02, 2010 by Ethec

In part one of our interview with Executive Producer Scott Hartsman, we learned about Rift: Planes of Telara’s newest classes, starting areas like the Shadowlands, Silverwood, and Free Marches, and also about other uniquely Rifty concepts like the Soul Walk. Now, in part two, we’ll get to the heart of the game’s dynamic content system. Now we learn how rifts can become something that profoundly, randomly affects every player’s experience. Plus, Scott also goes in-depth on the game’s showcase dungeon, Realm of the Fae.

The rift concept is really interesting. Rifts start out as tears, and players are given notice that tears are occurring. To deal with the tear, players need to lure out the invading forces and defeat the planar boss. What makes it more fun is that if more players show up, the enemy forces increase as well. If players do not deal with tears, then they can become full blown rifts, which can lead to bad consequences. These bad consequences are full blown invasions which seek to establish a foothold in the “real world” of Telara.

Ten Ton Hammer Video: Click to play.


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