by Reuben Waters on Dec 25, 2008
“We want players to actually change the
state of the game
over time. Time is a very important concept to our game. We play with
it in any number of ways. It is probably our key form of persistence,
more than, say, geography, which kind of ties back into your content
question. It's more about how this world evolves over time, versus how
big your world might be. I think, it's all about what you do with
it.”
One of the first things this brings to mind is the recent use of
phasing in
style="font-style: italic;">Wrath of the Lich King's
opening quest chain for Death Knights. Now imagine the
implications of changing-state environments and scenarios applied to a
complete game world. Is anyone else excited for an official
announcement for Red 5's MMOG project yet?
We may have to wait a few more months for that announcement to arrive,
but in the meantime you should be sure to read through
href="http://www.gamasutra.com/php-bin/news_index.php?story=21575">the
rest of the interview, which also touches on the subjects of
setting, business models and the current state of the MMOG market.