In href="http://www.tentonhammer.com/rift/interviews/scott-hartsman/new-classes-and-starting-areas">part
one of our interview with
Executive Producer Scott Hartsman, we learned about style="font-style: italic;">Rift: Planes of
Telara’s newest
classes, starting areas like the Shadowlands, Silverwood, and Free
Marches, and also about other uniquely style="font-style: italic;">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.



[video]http://video.tentonhammer.com/rift/Aug2010_Rift2.flv[/video]



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Last Updated: Mar 29, 2016

About The Author

Jeff joined the Ten Ton Hammer team in 2004 covering EverQuest II, and he's had his hands on just about every PC online and multiplayer game he could since.

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