![]() Help me! How do you play the game? What are your tactics - class, strategy, goals and whatnot? ![]() Or, at least, I always die before I can achieve ultimate triumph. RPS: I am, apparently, rubbish at the game. We developed an early vision for what a co-op action MMO browser game ought to look like, and for the most part, that's what we've built. We designed the game with powerlevelling and trains in mind, in part because those things tend to be discouraged in mainstream MMOs. RotMG would not be nearly what it is today without our wonderful, patient, generous players.Īll that said, in an overall sense the game has evolved more or less as we wanted it to. They've built our wiki, helped us design monsters and at this point players are providing almost all of the new art that is going into the game. Right from the very start the players were making suggestions, reporting bugs, and (most importantly) letting us know whether they were having fun. Our player community has been extremely supportive. How much does its current shape resemble what you intended for it? RPS: It's quite a player-shaped game in its way - the trains, the power-levelling, the slang, the loot-sharing and whatnot. The result is something with a lot of fresh gameplay, and I think that's a big part of Realm of the Mad God's appeal. We saw an opportunity to use a small team, 2D and Flash to shake things up by breaking as many MMO 'rules' as we could. ![]() It was clear to us that the huge budgets of mainstream MMOs had effectively prevented big innovations. Alex and I had been disappointed by the lack of imagination shown by MMOs the slow linear evolution from text MUDs to EverQuest through WoW and all of its modern clones was really unsatisfying to us. The goal wasn't "compulsion" so much as it was "innovative fun". RPS: More seriously - do you know, as a developer, when you've got something so ferociously compulsive on your hands? Is that that something you can actually design, or is it a happy accident? RPS: You have developed the most evil game ever created. Here, Wild Shadow Studios' Rob Shillingsburg talks about breaking MMOs' rules, why they brought in microtransactions, how players have shaped the game - and his top four tips for surviving the Mad God's realm. Thus, it was only right that I tracked down its creators and demanded an explanation. (Yeah, I know it was released in 2010, but shut up you dreadful bore). That game was free browser MMO/roguelike/twin-stick shooter Realm of the Mad God, and despite it being a malevolent presence that should be really eradicated from all existence in order to protect the innocent, it's also fast on its way to being my favourite game of the year so far. Recently, a videogame almost destroyed my life, my mind and the possibility of my ever sleeping again. ![]()
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