by John Hoskin on Mar 21, 2007
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It's the first day of Spring in the land that summer forgot. You'd never know it by the mounds of snow and ice that surround my house, but the weather gurus tell me that it will warm up today.
I warmed up to Tabula Rasa during the demonstration by Richard Garriott at the Game Developers Conference in San Francisco. You can check out the last two-days of Loading... to read my impressions of this long awaited title.
There are still a few more interesting tidbits that I would like to share so let's get at it.
The first thing I noticed when Lord British fired up the game was that the interface or heads-up-display is minimal. The player is in permanent mouselook mode. Weapon changes are accomplished via the mouse. The game itself is large and in charge, right in your face without huge banks of hotkey bars or statistic boxes stuck in the main viewing area.
Your targeting reticle is the main focus of your gameplay, much like the mouse pointer is in current MMOGs. The reticle, though it is a little thing, makes perfect sense given the game mechanics and doesn't detract from the immersion like a mouse pointer.
Like most first-person-shooter titles players in Tabula Rasa will be able to use cover for protection. Crouching will improve your ranged accuracy, but is detrimental to melee defense. It is extremely important to remember however, that this game is not a first-person-shooter. It is a MMORPG through and through.
True to the genre there will be 50 levels of play available at launch. When asked if having so many levels would cause friends to be unable to play with each other Richard Garriott had this to say,
"NPCs within plus or minus 10 levels will be fightable. This stops the friend disconnect."
In other words, unlike most MMOGs where you can only gain experience from mobs within two or three levels of your own, you can fight mobs up to ten levels above or ten levels below your own level and still gain experience.
Lord British along with the Tabula Rasa team have created a rich backstory to define the game. Richard Garriott has even gone so far as to create a pictographic language.
"The language adds to the richness of the world, but also helps with regionalization. Collecting pictographic runes unlocks the players' psionic abilities." - Richard Garriott
You can never have enough time with Richard Garriott. His passion for his games and for the genre in general is unbounded and contagious. I am looking forward to sitting down with him again soon to take an even deeper look into the game that so many Ultima and MMOG fans have been waiting for.More GDC coverage than any other MMOG news site. It just keeps pouring in...
TenTonHammer.com's GDC 2007 Coverage Portal--
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Thanks as always for visiting TenTonHammer.com
- John "Boomjack" Hoskin
You can read previously enjoyed editions of Loading... in the blog archive.