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GameBunny.com Questions and Answers #1

GameBunny.com:
How difficult is it to produce your own MMO - without the deep pockets of a Sony or Microsoft? We gathered together a few brainy and brave indie developers from Simutronics, Near Death, Cosmic Origins and Icarus Studios and asked them what's great and not-so-great about creating your own persistent worlds.
   
Stephanie Shaver:

Hero's Journey is a massively multiplayer fantasy game set in Elanthia, the same world setting we've used for two of our other games (DragonRealms and GemStone IV). Our design philosophy is "less tedium, more fun" and also "customizing stuff is super awesome!"

Production-wise, the best I can say is that I come in every day and work with a small team of dedicated, hard-working people who all want to see this game completed and released. Because Simutronics is not under the gun of a deadline imposed by investors or publishers, we have the luxury of setting out own release dates and our own production cycle. Blessing and curse, all rolled into one.

 
GameBunny.com:
Why the creation of a PC MMO? Why not a single-player title, console or handheld game?
   
Stephanie Shaver:
Simutronics is exclusively an MMO company. We've been doing it for over fifteen years. We started for the sole purpose of making multiplayer games, and that's what we do.


GameBunny.com:
Would you agree that massively multiplayer games are more difficult to develop than any other?
   
Stephanie Shaver:

Absolutely, and I suspect it's got to do with the lengthy development cycle. I have friends in the industry who started out doing MMOs who have sworn they'll never work on them again simply because they take so long. You need a good team and a good, solid plan to make an MMO today. Without both, you're screwed.

 
GameBunny.com:
Business-wise, what has been the hardest part of producing your own game?
   
Stephanie Shaver:

Differentiation. Everyone is making a fantasy MMO. What makes ours different? Just knowing it's different isn't enough. You have to convey that to the public enough that they are more than willing to part with their $50 to come over to your side. Otherwise, people will look at the oh-so-pretty obligatory warrior babe on your cover and say, "Oh, I don't need to play that fantasy MMO, I'm already playing Dark Realms of Fantasy Quest."

 
GameBunny.com:
What about from a game creation standpoint – what has caused the most trouble as you inch toward the gold master?
   
Stephanie Shaver:

Computers. Man, those computers with their hard-drives and their memory and their wires....

Seriously. Computers. We want to do amazing things visually, and we've had to throttle back on it because this is an MMO and in MMOs (as in any 3D game) framerate is probably one of the most important technical challenges the team has to contend with. Even with paying tithes to King Framerate, though, the game is still visually stunning, and though we wish we could do more, we know our limitations and are constantly pressing against them.

 
 

End of Part 1.

Next Friday we finish the Q&A with a look at the positive side of indie development, the importance of graphics and how our devs feel about a little game called WORLD OF WARCRAFT. Stay tuned...

If you'd like further info...:

Stephanie Shaver, Simutronics, HERO'S JOURNEY









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