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(Please note: the following interviews are hosted by their original sites, not Stratics. As such they may remove the articles at some point in the future.)
Austin American Statesman - Wynne McLaughlin (Mission Designer) interview (November 6th, 2006)
What's the process behind writing storylines and designing missions for a computer game compared to movies? Tabula Rasa Mission Designer Wynne McLaughlin (which started his career as a writer for big screen screenplays) offers his insights on the matter while dropping hints about the background of some missions we will find during the game.
Official TR Website interview - Brad Jeansonne, Concept Artist (October 31st, 2006)
This informative interview is entirely made of questions submitted by the fanbase. While not dwelling too much into the game, we get to know the hurdles, the challenges and the rewards that an artist encounters during the development process of a game like Tabula Rasa.
Killer Betties - Q&A with the Tabula Rasa Team (October 19th, 2006)
One of the most informative Q&A to date; various topics covered, among which the possible PvP options that will be implemented at launch, level cap, hints about more specialized classes at higher levels and much more.
Gameworld Network - Interview with Starr Long and Richard Garriott (July 7th, 2006)
Another "all-embracing" interview about the game which, while not going much in-depth about the game mechanics, gives a good idea about what we can expect from the product.
CGO Online - Interview with Starr Long (June 20th, 2006)
Starr "Blackthorn" Long extensively talk about NCsoft's new game: storyline, classes, "look and feel" of TR, interface and much more (go here for part two)
TG Daily - Audio interview with Richard Garriott (May 17th, 2006)
This session with the legendary designer embraces a wide variety of topics which are discussed quite in-depth: Garriott starts from his Ultima (and Ultima Online) beginnings, then the discussion hovers on design philosophies behind past and current MMOs. And also: the difference between how a player perceives 'changes' in the gaming world space compared to the game designers and how expensive is running a MMOG nowadays. A really recommended interview!
Skewed & Reviewed - Interview with Starr Long and Paul Sage (May 8th, 2006)
The Producer and the Lead Designer of TR cover a wide array of topics. Highlights include how the developers will always try to introduce new content and what kind of missions (quests) we will undertake.
1UP.com - Interview with Richard Garriott (May 1st, 2006)
Taken a couple weeks before the E3 2006, this interview talks in general about the game: what the players can expect, combat, and how it could appeal to the veterans of the genre.
Ten Ton Hammer - Interview with Starr Long (April 13th, 2006)
TR Producer Starr Long talks about how the development is progressing, mentioning planets, class trees and the general atmosphere of the game.
Game Banshee - Interview with Richard Garriott (March 30th, 2006)
Another great interview with Lord British. The discussion ranges from the Ultima Series to Origin (Richard's first company) to Tabula Rasa.
Gamespy - Garriott's "Candid Lecture" at the Game Developers' Conference (GDC) (March 28th, 2006)
Former Ultima creator Richard Garriott talks about the development of Tabula Rasa and why it underwent through major design and graphic changes during the last year.
Gamespy - Interview with Richard and Robert Garriott (February 16th, 2006)
The two brothers sit down with GameSpy the day Richard Garriott is given a lifetime achievement award to talk about gaming's past and what's next for MMOGs.
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