 Flagships kostenloses Spiel Mythos ist in aller Munde. Bei den Kollegen von Eurogamer findet sich dazu ein Interview, in dem sich Max Schaefer, einer der Gründungsväter des Studios in San Francisco, die Ehre gibt. Im Q&A geht es zwar hauptsächlich um das kommende Spiel, daneben aber auch ein bisschen um Hellgate: London. Unter anderem wird die Frage gestellt, was man bei der Veröffentlichung des MMOs gelernt habe. Auch wenn nicht alles auf Anhieb reibungslos lief, so war diese Phase doch wichtig.
Is there stuff you've learned from the Hellgate launch you're going to be able to bring to bear on Mythos' development?
Oh yeah! [laughs]. If we made a mistake with Hellgate, it was trying to do too many things for too many people. We wanted a cutting edge graphics engine, we wanted multiple business models with subscriptions and free play, and single-player, we wanted to combine third-person play with first-person play, we wanted to do random 3D levels, and when you're starting with a brand new game studio with very limited budget and no existing technologies, that was probably biting off too much. We ended up rushing it to market and not keeping it in the oven long enough, just out of necessity.
We learned from that, and going forward as a studio, it's a new emphasis of ours to do things that are more efficient and better-planned, and smaller teams on smaller projects so we can get more ideas out there. With Mythos we're definitely taking our time, we're well within our budget and our means to make it. It's a little bit of a turning point for us - don't try to do everything for everybody. Just be more realistic about your design goals. Bring it back to nine tenths instead of ten tenths and things will go much sooner. (Zum Interview) |