I usually follow lots of games and there only a few that give you a interview the 1st time you ask for
Rob Steele, Creative Director
Dave Belcher, Technical Director
Lee Perkins, Art Director
Forcem: Where the idea of make a Medieval Sandbox MMO comes?
Rob Steele: The main story line comes from a novel I has been working on for almost 3 years, I had originally intended for it to be a 4 book novel series, but now, it's being used exclusively for this game. The general theme of the story was that of a world destroyed by magic, leaving the survivors distrustful and very much against magi, in all corners of the world.
Forcem: What is the goal of the company? be a little company or you have ambitious proyects?
Rob Steele: would say short term: our focus is solely for this game and to make sure it is made correctly. If it does well we have plans to continue making more games down the road. Over-all with the idea of bringing back the depth and joy of older games that had excellent story lines and melding them with todays (and tomorrows) technology. All unique stories, not remakes mind you.
Lee Perkins: My goal is to be seen as one of those great MMO's that left that great memory in your mind in 15 years time. A "I wish I was still playing that game" type of memory.
Dave Belcher: From my side of the table, as Techical director, I just want to try and show how it should be done. I want to make amazing systems, from the ones that blow your mind, right the way down to the ones that are so well integrated you barely even realise they are there, but your gameplay is positively enhanced because of them.
Forcem: How much fantasy we will see in game, i mean they will be lots of things makes by "magic" or all will be as realist as you can?
Rob Steele: Magic and gods played an absolutely huge role in the history of the game lore, right up to the point where it almost destroyed everything. However at the point players will enter the world, most fear magic and many even seek to destroy those that use it. The goal is to make magic incredibly powerful, but also incredibly rare and dangerous; not for 50% of the population to be magi. (Magi being what we call mages.) because of that, a majority of what the game will be like is mostly realistic, although there will certainly be magical creatures, magic spells etc.
Forcem: In this case, Become "Magi" will be a long journey like, for example, be Jedi at old SWG?
Rob Steele: I've never played SWG so I can't really answer that, but yes, becoming a magi will be difficult, and be very involving, not just a matter of buying a couple of spells at the local store.
Forcem: Nordic seems to be the main influence in the models and artworks but you talk about others "cultures" ingame, are thouse nordic too or diferent?
Lee Perkins: What you have seen so far is from the continent Aaldnarech, which takes influences from the Nords, and also some greek which you will see later on. Another continent is purely based from medieval England. With that I am taking huge influences from films such as Ironclad and the new Robin Hood.
Dave Belcher: And of course real english locations and structures (I am a massive Medieval England fan, and have been going to all sorts of festivals for inspiration)