Miscellaneous Interviews

  • Towards New Horizons

    At Tulga's studio in Phoenix, Arizona, we discovered a diehard team dedicated to the success and long life of Horizons: Empire of Istaria. Discover why CEO / Creative Director David Bowman and his team never gave up on the historically troubled MMO, and learn what invigorating improvements Tulga has in store for Istaria.

    "The rest of the staff present in the Horizons live team area this Friday before E3 were nearly as textbook-standard developer office as the stygian lighting; focused and intent on their work, avoiding eye-contact as they traded stabs of wry humor. A game of Axis and Allies was well underway on a nearby table, and dry erase boards covered with arcane messages were as numerous as kung fu posters, examples of game art, and the other incurious scenery of a workaday studio.

    Anyone would be impressed by the team's dedication, but why did they stick with the troubled title, rather than packing it in and focusing the team elsewhere? The answer is refreshing: the Tulga team, especially Bowman, is in love with the game's community, and they believe strongly in the game's future."

    Get the scoop from our visit to Tulga Games and our extensive interview with David Bowman in the preview section of our TenTonHammer E3 2006 coverage.

    Features, Interviews
    Tue, May 09, 2006
  • E3 Expectations: An Interview with John "Boomjack" Hoskin

    TenTonHammer is gearing up to bring you the finest E3 content on the Interweb, and as the excitement builds, we'll be talking to each member of our "dirty dozen" E3 team about what they're anticipating most from the mother of all game conferences May 9th-12th in LA. A leader by example, TenTonHammer Editor-in-Chief (and the man behind our acclaimed daily "Loading..." column) leads off with his E3 expectations.

    Ethec: I've been to a few gaming conferences, but nothing as monstrous as E3. You're a veteran of E3 many times over. For my benefit, and that of the equally-unedumacated readers, could you describe E3 in your own words?

    John "Boomjack" Hoskin: Tough one. E3 is like a gigantic Shriner’s circus, complete with fire breathing midgets and tiny vehicles that careen through pathways crammed tight with humanity. It is the loudest, most obnoxious convention that you are ever likely to experience. It’s always hot and the funk in some of the interviews can be overwhelming, not from the developers, but from the other press. Developers should hand out deodorant as swag. Some of the press could use it. 99.9% of the people at the show are male, which means that attractive women wearing next to nothing are placed strategically at many of the booths.

    Read our E3 interview with TenTonHammer's own Boomjack, and stay tuned to TenTonHammer for all your E3 MMOG coverage needs!

    Features, Interviews
    Mon, Apr 24, 2006
  • It was the perfect wrap to a perfect day. We were able to speak with Chris Klug creative designer for Cheyenne Mountain Entertainment's Stargate Worlds. The excitement and comraderie of this team for this game is beyond anyone's hopes. We have something here that can truly be next gen.

    What is the number one vision of Stargate World? That is a question that has been flying through the community since its announcement. It's something that Chris Klug, the creative designer, has been working on since his hire four months ago. After watching every episode thus far, he's decided that it's about living in the same world as the TV show. It's about the interaction of characters.

    Take a look at the article here.

    Features, Interviews
    Sat, Mar 25, 2006
  • Who are we to question a nobleman

    So as we were playing hide and go leave SOE with Raph Koster today, we had a big stroke of luck. Fresh from winning the GDC "Lifetime Achievement" award, Richard Garriott was available briefly to talk to the press! We quizzed him on Tabula Rasa and MMO trends. And just, you know, generally basked in the aura of greatness.

    Toward more present matters, Garriott was asked if he was happy with the new version of Tabula Rasa. "Oh, totally. We're confident we have a winner on our hands. What we're not confident in is how fast we can get it out. It's really the same game, it just looks totally different... more manly, for better or worse."

    Check out the Richard Garriott Interview for the "ultima" in cool, off the cuff interviews!

    Features, Interviews
    Fri, Mar 24, 2006
  • And I RAN, I RAN so far away...
    Alright that was pushing it a little I know. But,
    has an interview with Steve Tsao, President and COO of IP Interactive about
    RAN Online:

    Steve Tsao and his company are had at work importing RAN Online to the North
    American market from its Korean-roots. RAN Online is an MMORPG set in a contemporary
    university setting with a distinct anime-style. Lately we’ve seen a lot of MMORPGs being imported from Asia
    to a North American market. One of the biggest hurdles is simple translation.
    How have you addressed this to make sure RAN is accessible to the North American

    Steve Tsao: My background in gaming is from the United States, so I am very
    particular about the quality of translation for the English speaking market.
    The Philippines is the third largest English speaking country in the world.
    The translation for RAN Online will be done in the Philippines, unlike many
    of the other games which are done by an automatic Korean to English translator.
    In fact, the #1 reason for our close beta process is to refine the English
    for RAN Online The game is of an anime-style, but the setting is contemporary.
    This is a hole in the MMORPG market right now. What are some of the challenges
    with this setting?

    Steve Tsao: RAN is the most successful modern day MMORPG in the world today(000k++
    of PCU’s throughout Asia). The players are faced with challenges they
    may encounter in real life. Instead of delivering a new set of magical armor
    to the dwarf guard tower, the players are tasked with quests such as clearing
    the school yard of bullies, or helping the teacher clean up the school. The
    challenges are showing the players this is a fun and exciting environment,
    even without the dragons around every corner that they’re so used to.

    Features, Interviews
    Thu, Dec 29, 2005
  • Question: How would Scooby Doo pronounce Raph?
    OGaming has posted an interview with Raph Koster of Sony Online Entertainment, focusing on the future of the games we love.

    As the author and illustrator of Paraglyph Press’ upcoming novel A Theory of Fun, you could say Sony Online Entertainment chief creative officer Raph Koster wrote the book on gaming. It’s not necessarily far from the truth: As the former creative lead and lead designer on the award-winning Ultima Online – a legend in the massively multiplayer industry – he’s certainly been a driving force in MMO's. Seriously; just look at the guy’s resume, which includes everything from a turn as creative director on Star Wars Galaxies to stints performing keynote speeches at the Austin Game Conference. "

    You can read the entire Raph Koster Interview at OGaming.
    Still yearning for more?

    Features, Interviews
    Mon, Nov 14, 2005
  • Note to developers, please stop putting the word "Dark" in every MMOG title. has posted a Dark Solstice interview featuring Frank Ross of Black Masque Games.


    Frank Ross, of Black Masque Games, was kind enough to answer some questions concerning their upcoming title, 'Dark Solstice,' touted as a "2.5D" MMO with turn-based combat, pub games galore, and a regularly random world event, the "Dark Solstice." "

    You can read the entire Dark Solstice Interview at

    Features, Interviews
    Wed, Nov 02, 2005
  • What happens when you cross a FPS with an MMO?
    A gank-fest with sniper aggravation? We'll see. RPGVault check in with developer Smiling Gator to see how the project is progressing. We always had a hunch that southern California was headed towards the apocalypse faster than the rest of the nation.

    " Twilight War: After the Fall is a post-apocalyptic massively multiplayer project in which a key element is the complex web of alliances and hostilities the ensnares these and other organizations. In development by the team at Florida-based Smiling Gator Productions, it attracted a good bit of attention last September when it was revealed the company had licensed the vaunted Source engine technology to deliver the graphical aspects of its action-oriented experience. Soon thereafter, we learned a lot in a lengthy interview, but hadn't very heard much at all since then. Fortunately, we were able to obtain this illustrated progress report. "

    Along with Huxley, Twilight War represents the MMO genres foray into twitch-based shooter action. Read the latest on Twilight War at RPGVault.
    Other links you might enjoy:

    Features, Interviews
    Tue, Oct 11, 2005
  • Talking to the folks who play 'em, not make 'em.
    Without the players and the guilds they form, games wouldn't exist. With that in mind we back to the grass-roots of the gaming industry and interviewed the people who you love, or in some cases love to hate, the players and their guilds.

    Features, Interviews
    Tue, Sep 27, 2005
  • All PvP. All the time.
    CorpNews has posted a Shadowbane interfeaturing Sean Dahlberg and focusing on the new Loreplay server. I got friggin' ganked just trying to post this Shadowbane story... and then the 12-year old taunts me and says:

    " Wolfpack Studios recently announced the opening of a loreplay server for their MMOG Shadowbane, a first for the Austin, TX development house. Many of us have played Shadowbane in the past and are well familiar with it's virtues and shortcomings. In this Q&A, we posed a few questions to Sean "Ashen Temper" Dahlberg about the new server, Shadowbane's growth over the years, and the general state of gameplay today. "

    You can read the entire Shadowbane Interview at CorpNews.

    Features, Interviews
    Tue, Aug 30, 2005
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