Auto Assault Interview
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Q: Yours is one of the first massively multiplayer games to really push dextrous skill as well as character building. Usually the balance is a lot more in favour of pre-planned strategies. Is this really a case of "now we have the technology to do it, so we're doing it"? Because that implies an incredible technology forecast several years ago...
A: This was really one of the core designs of the game from the start. We wanted to combine the adrenaline fun of action games with the long-term enjoyment of RPG-style statistical character development. This has been extremely difficult as there is really nothing like this that exists today to lean on. Once we started looking at solutions for car simulation we realised how amazingly cool it would be if we integrated full physics to create a completely destructible world. Getting physics simulated server side with thousands of players has been no small task either.