As their caption says: "Yes, he really is that smiley."
~ It doesn't really lend itself to picking excerpts out, so I'll just go with lifting my favorite answer whole!
Eurogamer: One of the problems you deal with when launching a new MMO now is expectations. People expect all these features, and a huge amount of content, and it's often not really possible to deliver at launch. How do you manage that? And where are you prepared to make sacrifices?
Colin Johanson: We recognise that right now, to compete, you need to release a game that's not just good enough to compete with another game that just released, but you need to be able to compete with all of the expansion content as well. Because people are looking for that much game experience out of a game. They want an experience that matches up with a game that has four expansions already made for it.
The way that we're going to handle it is: we're making a game big enough that we offer that much content. We are making a game where we're not sacrificing anything.
We're not just doing PVP, we're doing competitive PVP and we're doing an open-world, world-versus-world PVP system as well. We're not just doing a story chain that you can play through or an open world full of events, we're doing an open world full of events, your personal story chain, and all the different, branching versions that all the different races offer. We're doing dungeons, and we're not just doing dungeons, we're doing repeatable versions of dungeons that have different storylines that branch that you can play through.
We're tackling all of that, and we're saying we are not going to sacrifice anywhere. We're going to do all of this, we're going to make this the game that offers something for everybody, and we're going to get that right, and if it takes us a little longer to do that, the trade-off is totally worthwhile.
Edited by KQ, 10 January 2012 - 11:02 PM.