While the news that Turbine is in the process of creating a console
massively multiplayer online game may not be entirely novel, up to this
point the gaming community has heard very little about the actual
development of said title and how Turbine is handling the relatively
new frontier in massive gaming. At this year's San Diego Comic-Con, Ten
Ton Hammer's Cody “Micajah” Bye sat down with
Henrik Strandberg, Executive Director of Product Development for
Turbine, to first discuss his company's achievements with revitalizing
the Dungeons and Dragons Online franchise and then exploring the
hurdles and advantages when creating an MMO for the console market. The
discussion is frank and genuine, so if you're interested in learning
more about the future of DDO and Turbine's console MMO, keep reading.

Ten Ton Hammer: So
you’re not stopping with the PC stuff, you’re
expanding your horizons a little bit?

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Exactly. We love our PC MMOs as much as everyone else.

Ten Ton Hammer:
It’s certainly a different sort of style and different sort
of experience for sure.

Those are the two obvious things. It’s a challenge for the
designers and engineers to migrate our design philosophy and our code
architecture from the PC to console. Then a lot the things I have been
working on is… everything else. A lot more goes into
launching and operating an MMO. Maybe a lot of people don’t
see this because mostly they just look at the gameplay, but on top of
that there is the whole service aspect, what we call online operations.

  • target="_blank">To read the rest of this in-depth interview
    with Turbine, click here!

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Last Updated: Mar 29, 2016