What makes 3 years after launch the right time to go back and totally rework the starting experience in TERA? MM: Ok, honestly, “Newbie Island” took a ton of flack back in beta and while it was reworked a bit prior to launch it still had, shall we say, a less than stellar reception. It’s why we’re doing things like the Returning Hero system, to help players who may have left the game for a while to get back into the action as painlessly as possible. What are new players (and existing players) going to see when they make a character? How long is it going to take to level that character up? And what’s the best way to get people engaged with everything the game has to offer? The best MMO experiences are deep ones, and we’ve spent a lot of time thinking about areas where players might not be getting everything out of TERA that we want them to. And while any publisher can deliver “maintenance mode” updates centered on high level play, a responsible publisher also has to think about the bigger picture. Matt Denomme (MD): Whenever we release an update, even a small one, it’s done with the entire play experience- beginning-to-endgame-in mind. What made the team want to focus on not only pre-endgame content but all beginning game content with this update? Magicman (MM): Speaking about the Lost Isle update as a whole, it’s a bit unusual in that it isn’t focused on new endgame content like previous TERA updates. Producer Matt Denomme and take a look at the latest content to be added to the free to play MMORPG in the Lost Isle update on October 13th. This weekend I had a chance to sit down and chat with TERA's Sr.
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