IGN Guild Wars 4th Anniversary Interview
Lonesamurai
Guild Wars 4th Anniversary Interview
Four years old and still going strong. We chat with designer Mike O'Brien about the past, present and future.
by IGN PC Team
US, April 23, 2009 - Next week marks the fourth anniversary of Guild Wars, easily one of the most popular and successful MMOs, thanks to the overall quality of design, and its lack of subscription fees. To find out more about the state of Guild Wars four years after release, and to find out more about the upcoming sequel, Guild Wars 2, we recently talked with ArenaNet founder and Blizzard veteran Mike O'Brien.
IGNPC: It seems a bit surreal that we're talking about the fourth anniversary of Guild Wars already. It must be longer for you, though, as the game was in development for a while before its launch, and a concept before then. Just how old is the franchise, technically?
Mike O'Brien: We started developing Guild Wars shortly after founding the company in 2000, so we've actually been working on it for about nine years now. We invited the first external alpha testers to start playing the game with us in April 2002, so they've been playing the game for seven years.
Another fun statistic is that we did the first full build of the game in October 2001, which was 2,750 days ago, and since then we've done 27,500 builds.
IGNPC: What were the origins and inspirations for Guild Wars? Blizzard games are an obvious example, considering the roots of ArenaNet. But what were the driving thoughts behind the game's formation?
Mike O'Brien: Before Jeff, Pat, and I left Blizzard and founded ArenaNet, I was working on Warcraft III and Jeff was working on World of Warcraft. We often commented about how the two game genres borrow from each other. A strategy game is more fun when it's infused with roleplaying elements that give the player an emotional connection to the world, and a roleplaying game is more fun when it provides ways to compete with your friends and see whose character is better. It was natural for us to look for a game that could blend both genres.
At first it seemed like an impossible task, because online RPGs are all about persistent character progression, and persistent character progression seems like the last thing you want in a strategy game. We used to compare it to a chess game where whoever had been playing chess longer got to start the game with two queens. Who would play a game like that?
But one day in the summer of 2000, as we were talking about Magic: the Gathering, we realized that it was a perfect blend of persistent character progression and strategy. Instead of progressing your character by leveling up, you progress by collecting more spells and abilities, which don't make you strictly more powerful but do give you a wider variety of strategies that you can pursue. We realized that while almost all existing MMOs and online RPGs were based on the Dungeons & Dragons tradition, it was perfectly feasible to create one based on the Magic: the Gathering tradition instead. And that's how Guild Wars was born.
IGNPC: We've heard the franchise has sold six million copies, which is quite an accomplishment. What can you tell us about the average Guild Wars player, though? Are they likely to identify themselves as a hardcore or a casual gamer? How long do they stick with Guild Wars?
Mike O'Brien: Guild Wars tends to attract a very diverse audience of people who play the game in different ways and for different reasons, so that's not an easy question to answer. In general, younger players are more likely to identify themselves as hardcore gamers, whereas older players are more likely to be casual gamers. There is a strong female contingent across all age groups, but the majority of players are male. And since Guild Wars has no monthly fee, players keep coming back to it. Even after they stop playing daily or weekly, they still come back to check out holidays and other special events.
IGNPC: Four years ago, making an online game that had no subscription fee seemed like a big risk. Today, it seems that free-to-play seems to be the wave of the future. Yet many free-to-play games also rely on optional microtransactions. Do you think it's possible that Guild Wars will follow suit eventually?
Mike O'Brien: Well, we've been offering optional add-on content like additional character slots, mission packs, and unlock packs since long before microtransactions were all the rage. We view it as putting our money where our mouth is. Instead of forcing players to pay a certain amount every month like subscription games do, we offer players new content and upgrades that we think are compelling, and then the choice to buy or not to buy is entirely up to the player. That was an important part of Guild Wars and it will remain an important part of Guild Wars. But I think that's not really what you're asking.
Today what you generally see in the MMO space is two camps: big games with high production values and high system requirements which charge monthly fees, and small games that are developed inexpensively, have low system requirements, and are free-to-play. Guild Wars fits into neither of those camps. Guild Wars is a big game with high production values, but with modest system requirements and no monthly fees.
It's been four years since we pioneered this business model, and I thought we'd see more competition by now, but we haven't. Perhaps that's because it's a hard space in which to compete. If a game can't reach a broad enough audience, then it can't sustain itself without monthly fees. And if a game doesn't have high enough production values, then it has to be free-to-play because players won't pay for it. Whatever the reason, I think Guild Wars occupies a unique space in the industry and has a uniquely compelling value proposition for players, and that's a great place for us to be.
IGNPC: What do you think the future of subscription-based games in general? It seems everyone is chasing World of Warcraft, but is it going to be at a certain point that only Blizzard can sustain the model?
Mike O'Brien: No, that's not going to happen. First of all, there's plenty of room for games like EVE that attract a dedicated core audience that's perfectly willing to pay monthly fees, but don't reach a broad enough audience to sustain the game without the monthly fees. Games like that will continue to be successful with a subscription model. And second, there's plenty of room for a new game that offers players new experiences to become the next industry-changing phenomenon. In fact, it's at times like these when it seems like everyone is chasing an existing game that players are most ready for something new and exciting.
IGNPC: Can we expect Guild Wars 2 news this year? Will the game ship in 2009 or 2010?
Mike O'Brien: The Guild Wars 2 team is twice the size of the original Guild Wars team, so you can imagine the level of art, content, and production values we're putting into the game. The game is already beautiful, and is getting more so every day. In addition to the normal playtesting of everyday development, the entire team logs on every Wednesday to simply play the game together, and we always have a lot of fun.
I'd love to say more, but we're not ready to start making news just yet. Remember that we were public about our decision to work on Guild Wars 2 right from the beginning, so unlike most development teams, we didn't have a long period of working in secrecy before fans knew about the game and started wanting updates. So I know that it has been a long wait for the fans, but when they do see the game I think they'll agree it was worth it.
IGNPC: What's next for the original Guild Wars franchise? How many more years does it have? Do you plan to introduce any new content in terms of updates or patches or even expansions, or is everything going to transition to Guild Wars 2 at this point?
Mike O'Brien: We plan to keep supporting Guild Wars for a long time. We have a dedicated Live Team that's focused exclusively on Guild Wars, listening to the fans and looking at what type of new content we can release. You see that philosophy in practice this week, as our company is hard at work on Guild Wars 2 but taking time to release a major update to Guild Wars.
IGNPC: Last question. What are some of the lessons that ArenaNet has learned over the past four years? What assumptions did you get right? What did you get wrong?
Mike O'Brien: We were right to make an online RPG in the tradition of Magic: the Gathering instead of Dungeons & Dragons. We founded this company because we wanted to bring players innovative new experiences, and I think Guild Wars has done that. But since Guild Wars was really the first game of its kind, we made some mistakes and learned a lot along the way, and we can apply those lessons to Guild Wars 2.
For example, we were right to build the game around character skills, but we were wrong to let the number of skills grow to Magic: the Gathering-like proportions. It's unnecessary, and it's too much to absorb in a real-time setting. With Guild Wars 2 we can accomplish more with fewer skills.
We were right to believe strongly in the potential of instancing. Our use of instancing allows us to tell compelling stories, and to enable players to really impact the world in a way that's just not possible in most persistent-world games. But there are benefits of persistent worlds too, like the ability to casually make friends as you encounter people in the world, and there's no reason why Guild Wars 2 can't have the best of both worlds.
Overall, I think we were very right to take risks with both game design and business model. In a genre full of very similar games with similar business models, Guild Wars stands apart from the crowd. That's something we're proud of and that we'll continue to do.
IGNPC: Thank you for your time!
-------------------------------------------------------------------------
Discuss
Four years old and still going strong. We chat with designer Mike O'Brien about the past, present and future.
by IGN PC Team
US, April 23, 2009 - Next week marks the fourth anniversary of Guild Wars, easily one of the most popular and successful MMOs, thanks to the overall quality of design, and its lack of subscription fees. To find out more about the state of Guild Wars four years after release, and to find out more about the upcoming sequel, Guild Wars 2, we recently talked with ArenaNet founder and Blizzard veteran Mike O'Brien.
IGNPC: It seems a bit surreal that we're talking about the fourth anniversary of Guild Wars already. It must be longer for you, though, as the game was in development for a while before its launch, and a concept before then. Just how old is the franchise, technically?
Mike O'Brien: We started developing Guild Wars shortly after founding the company in 2000, so we've actually been working on it for about nine years now. We invited the first external alpha testers to start playing the game with us in April 2002, so they've been playing the game for seven years.
Another fun statistic is that we did the first full build of the game in October 2001, which was 2,750 days ago, and since then we've done 27,500 builds.
IGNPC: What were the origins and inspirations for Guild Wars? Blizzard games are an obvious example, considering the roots of ArenaNet. But what were the driving thoughts behind the game's formation?
Mike O'Brien: Before Jeff, Pat, and I left Blizzard and founded ArenaNet, I was working on Warcraft III and Jeff was working on World of Warcraft. We often commented about how the two game genres borrow from each other. A strategy game is more fun when it's infused with roleplaying elements that give the player an emotional connection to the world, and a roleplaying game is more fun when it provides ways to compete with your friends and see whose character is better. It was natural for us to look for a game that could blend both genres.
At first it seemed like an impossible task, because online RPGs are all about persistent character progression, and persistent character progression seems like the last thing you want in a strategy game. We used to compare it to a chess game where whoever had been playing chess longer got to start the game with two queens. Who would play a game like that?
But one day in the summer of 2000, as we were talking about Magic: the Gathering, we realized that it was a perfect blend of persistent character progression and strategy. Instead of progressing your character by leveling up, you progress by collecting more spells and abilities, which don't make you strictly more powerful but do give you a wider variety of strategies that you can pursue. We realized that while almost all existing MMOs and online RPGs were based on the Dungeons & Dragons tradition, it was perfectly feasible to create one based on the Magic: the Gathering tradition instead. And that's how Guild Wars was born.
IGNPC: We've heard the franchise has sold six million copies, which is quite an accomplishment. What can you tell us about the average Guild Wars player, though? Are they likely to identify themselves as a hardcore or a casual gamer? How long do they stick with Guild Wars?
Mike O'Brien: Guild Wars tends to attract a very diverse audience of people who play the game in different ways and for different reasons, so that's not an easy question to answer. In general, younger players are more likely to identify themselves as hardcore gamers, whereas older players are more likely to be casual gamers. There is a strong female contingent across all age groups, but the majority of players are male. And since Guild Wars has no monthly fee, players keep coming back to it. Even after they stop playing daily or weekly, they still come back to check out holidays and other special events.
IGNPC: Four years ago, making an online game that had no subscription fee seemed like a big risk. Today, it seems that free-to-play seems to be the wave of the future. Yet many free-to-play games also rely on optional microtransactions. Do you think it's possible that Guild Wars will follow suit eventually?
Mike O'Brien: Well, we've been offering optional add-on content like additional character slots, mission packs, and unlock packs since long before microtransactions were all the rage. We view it as putting our money where our mouth is. Instead of forcing players to pay a certain amount every month like subscription games do, we offer players new content and upgrades that we think are compelling, and then the choice to buy or not to buy is entirely up to the player. That was an important part of Guild Wars and it will remain an important part of Guild Wars. But I think that's not really what you're asking.
Today what you generally see in the MMO space is two camps: big games with high production values and high system requirements which charge monthly fees, and small games that are developed inexpensively, have low system requirements, and are free-to-play. Guild Wars fits into neither of those camps. Guild Wars is a big game with high production values, but with modest system requirements and no monthly fees.
It's been four years since we pioneered this business model, and I thought we'd see more competition by now, but we haven't. Perhaps that's because it's a hard space in which to compete. If a game can't reach a broad enough audience, then it can't sustain itself without monthly fees. And if a game doesn't have high enough production values, then it has to be free-to-play because players won't pay for it. Whatever the reason, I think Guild Wars occupies a unique space in the industry and has a uniquely compelling value proposition for players, and that's a great place for us to be.
IGNPC: What do you think the future of subscription-based games in general? It seems everyone is chasing World of Warcraft, but is it going to be at a certain point that only Blizzard can sustain the model?
Mike O'Brien: No, that's not going to happen. First of all, there's plenty of room for games like EVE that attract a dedicated core audience that's perfectly willing to pay monthly fees, but don't reach a broad enough audience to sustain the game without the monthly fees. Games like that will continue to be successful with a subscription model. And second, there's plenty of room for a new game that offers players new experiences to become the next industry-changing phenomenon. In fact, it's at times like these when it seems like everyone is chasing an existing game that players are most ready for something new and exciting.
IGNPC: Can we expect Guild Wars 2 news this year? Will the game ship in 2009 or 2010?
Mike O'Brien: The Guild Wars 2 team is twice the size of the original Guild Wars team, so you can imagine the level of art, content, and production values we're putting into the game. The game is already beautiful, and is getting more so every day. In addition to the normal playtesting of everyday development, the entire team logs on every Wednesday to simply play the game together, and we always have a lot of fun.
I'd love to say more, but we're not ready to start making news just yet. Remember that we were public about our decision to work on Guild Wars 2 right from the beginning, so unlike most development teams, we didn't have a long period of working in secrecy before fans knew about the game and started wanting updates. So I know that it has been a long wait for the fans, but when they do see the game I think they'll agree it was worth it.
IGNPC: What's next for the original Guild Wars franchise? How many more years does it have? Do you plan to introduce any new content in terms of updates or patches or even expansions, or is everything going to transition to Guild Wars 2 at this point?
Mike O'Brien: We plan to keep supporting Guild Wars for a long time. We have a dedicated Live Team that's focused exclusively on Guild Wars, listening to the fans and looking at what type of new content we can release. You see that philosophy in practice this week, as our company is hard at work on Guild Wars 2 but taking time to release a major update to Guild Wars.
IGNPC: Last question. What are some of the lessons that ArenaNet has learned over the past four years? What assumptions did you get right? What did you get wrong?
Mike O'Brien: We were right to make an online RPG in the tradition of Magic: the Gathering instead of Dungeons & Dragons. We founded this company because we wanted to bring players innovative new experiences, and I think Guild Wars has done that. But since Guild Wars was really the first game of its kind, we made some mistakes and learned a lot along the way, and we can apply those lessons to Guild Wars 2.
For example, we were right to build the game around character skills, but we were wrong to let the number of skills grow to Magic: the Gathering-like proportions. It's unnecessary, and it's too much to absorb in a real-time setting. With Guild Wars 2 we can accomplish more with fewer skills.
We were right to believe strongly in the potential of instancing. Our use of instancing allows us to tell compelling stories, and to enable players to really impact the world in a way that's just not possible in most persistent-world games. But there are benefits of persistent worlds too, like the ability to casually make friends as you encounter people in the world, and there's no reason why Guild Wars 2 can't have the best of both worlds.
Overall, I think we were very right to take risks with both game design and business model. In a genre full of very similar games with similar business models, Guild Wars stands apart from the crowd. That's something we're proud of and that we'll continue to do.
IGNPC: Thank you for your time!
-------------------------------------------------------------------------
Discuss
Professor K
Good interview. I am just happy to see they are sticking to their guns of Guild Wars being unique.
Operative 14
That was a nice article, covered a wide range of topics that I think exemplifies why I like Arenanet and Guild Wars so much more than their competitors.
That little note about GW2 is very interesting as well. It seems nice that they have little GW2 parties every Wednesday.
That little note about GW2 is very interesting as well. It seems nice that they have little GW2 parties every Wednesday.
pumpkin pie
Interview with ArenaNet's Curtis Johnson by Amanda Rivera over at Game Pro Lab
Interview with Mike Obriein by IGN PC team
lol rage. so change it Mikey!!!!!!!!! sorry, i think i should have say Mr Obrien and Please. Pretty Please!!
Quote:
There are hints and patterns all over the original game that we'll be pulling lore from, some of which haven't been developed before. With more playable races that each have their own regional concerns in addition to the overall story, we'll learn a lot more about cultures that were mostly at the edges of the first game's story. I think discovering those connections will be an exciting bonus for the Guild Wars veterans. We're also hoping to involve the player a lot more in the day-to-day story of the persistent world in Guild Wars 2. |
Quote:
The Guild Wars 2 team is twice the size of the original Guild Wars team, so you can imagine the level of art, content, and production values we're putting into the game. The game is already beautiful, and is getting more so every day. In addition to the normal playtesting of everyday development, the entire team logs on every Wednesday to simply play the game together, and we always have a lot of fun. |
Quote:
Mike O'Brien: Well, we've been offering optional add-on content like additional character slots, mission packs, and unlock packs since long before microtransactions were all the rage. We view it as putting our money where our mouth is. Instead of forcing players to pay a certain amount every month like subscription games do, we offer players new content and upgrades that we think are compelling, and then the choice to buy or not to buy is entirely up to the player. That was an important part of Guild Wars and it will remain an important part of Guild Wars. But I think that's not really what you're asking. |
Starsky-sama
the ign one. o boy what a gw2 teaser. (ull know which q/a I mean if youve read it)
Saphrium
holy crap, gw2 is gonna be 5 chopped up short stories.
Bryant Again
Quote:
Originally Posted by mike o'brien
The guild wars 2 team is twice the size of the original guild wars team, so you can imagine the level of art, content, and production values we're putting into the game. The game is already beautiful, and is getting more so every day. In addition to the normal playtesting of everyday development, the entire team logs on every wednesday to simply play the game together, and we always have a lot of fun.
|
This has gotta be my favorite part, though:
Quote:
Originally Posted by mike o'brien
For example, we were right to build the game around character skills, but we were wrong to let the number of skills grow to Magic: the Gathering-like proportions. It's unnecessary, and it's too much to absorb in a real-time setting. With Guild Wars 2 we can accomplish more with fewer skills.
|
Buster
How do you plan on celebrating the anniversary at the ArenaNet offices?
We'll probably play some Guild Wars 2.
Making us wait this long with nothing solid, the game better be good!
We'll probably play some Guild Wars 2.
Making us wait this long with nothing solid, the game better be good!
upier
Dee Cazo
so they got a functional enough version of it to play recreationally maybe the beta stage isnt so far away after all.
mazey vorstagg
I can sense a Moledune dungeon coming up!
I really hope they go with Micropayments in GW2. So if Proph is chopped into two halfs costing £20 each it'll be cool by me. I think it's better to shell out £120 to see in content at the beginning than pay £9.99 each month and be under an obligation to play to get your monies worth. GW2 is gonna be great!
I really hope they go with Micropayments in GW2. So if Proph is chopped into two halfs costing £20 each it'll be cool by me. I think it's better to shell out £120 to see in content at the beginning than pay £9.99 each month and be under an obligation to play to get your monies worth. GW2 is gonna be great!
Stuart444
Interesting interviews, I didn't know GW was based off Magic: The Gathering
still interesting and a bit teasy Mike >_< XD
still interesting and a bit teasy Mike >_< XD
Bryant Again
Quote:
Interesting interviews, I didn't know GW was based off Magic: The Gathering
still interesting and a bit teasy Mike >_< XD |
Quite awesome, really.
Massive Impulsa
Great article
But lol GW 7years old
But lol GW 7years old
sir hepe
Any1 thought about the possibility that they might not even make an open beta? On other websites, I've read that sometimes the open betas do bad for the game, so maybe Anet cancelled the open beta part. After all, a year ago Gaile said that they were going to give an open beta on summer 2008. They might have cancelled it, or they might have just decided to release it in the future. Who knows?
acerbity
i might have to rethink purchasing GW2 if/when it comes out if they're going to charge $10 for a gender change or storage pane (where its just an ingame fee in all other games..)
Chorus
I was glad to read the remarks about continuing to support Guild Wars for a long time, and there being no downside to people playing GW and GW2 at the same time. I recall a comment from someone at ArenaNet not long after GW2 was announced that they expected most players to want to make the transition to it eventually, which concerned me. I don't expect to be one of those players, so I'd rather have the option of either game for a long time to come.
Lonesamurai
Quote:
I was glad to read the remarks about continuing to support Guild Wars for a long time, and there being no downside to people playing GW and GW2 at the same time. I recall a comment from someone at ArenaNet not long after GW2 was announced that they expected most players to want to make the transition to it eventually, which concerned me. I don't expect to be one of those players, so I'd rather have the option of either game for a long time to come.
|
I'm also looking at it froma guild perspective and and I would honestly like some Guild Based titles too, for the big and/or long standing guilds to take through to GW2 though
Grj
Quote:
I can sense a Moledune dungeon coming up!
I really hope they go with Micropayments in GW2. So if Proph is chopped into two halfs costing £20 each it'll be cool by me. |
anet really have struck gold with the micropayment crowd...
Sarevok Thordin
Micropayments wouldn't be so bad if the server would not crash and burn when new content came out. Remember the EoTN launch?
Fril Estelin
Quote:
Micropayments wouldn't be so bad if the server would not crash and burn when new content came out. Remember the EoTN launch?
|
As the saying goes "people only remember the trains that are late".
Buster
TheodenKing
I have a better appreciation of Anet after reading that article. Good stuff!
Arrowmaster
A great interview!
I am very impressed by the bright people at ArenaNet. Although nothing is perfect in the game development world, the Guild Wars team have done an absolutely amazing job.
There are so many things that they have to balance to provide the right game mix that will appeal to many types of players of all ages; in my opinion they have succeeded beyond all reasonable expectations.
As an example, I am in the older age group, with my 57th birthday in a few days and Guild Wars still remains a major part of my life after playing a few years. I am a guild leader and have had a very international guild membership with officers and members of all age groups and nationalities. One of my officers is currently 12 years old!
I look forward to Guild Wars 2, but agree with the sentiment expressed by others that no matter how good it will be, I wish to play the existing Guild Wars for many years to come, in addition to the new game. It is difficult to judge just what proportion of existing players will completely abandon GW for GW2, but I am delighted by the statement "We plan to keep supporting Guild Wars for a long time."
What a nice surprise the "Guild Wars 4th Anniversary Update" was, after the initial shock of finding all my characters looking different on the character selection screen and having to load each one in turn and character select to another to set them back to normal. Realizing that ArenaNet had done more than normal in the update and checking up on it, I was delighted with the new functionality they have added. As a primary ranger most of the time, I love the Zaishen Menagerie and have already been putting it to good use.
ArenaNet gets 5 stars from me!
As well as bravely going where no one has gone before they listen to their users and implement the best suggestions when practical.
May there be many more successful Guild Wars Anniversaries!
I am very impressed by the bright people at ArenaNet. Although nothing is perfect in the game development world, the Guild Wars team have done an absolutely amazing job.
There are so many things that they have to balance to provide the right game mix that will appeal to many types of players of all ages; in my opinion they have succeeded beyond all reasonable expectations.
As an example, I am in the older age group, with my 57th birthday in a few days and Guild Wars still remains a major part of my life after playing a few years. I am a guild leader and have had a very international guild membership with officers and members of all age groups and nationalities. One of my officers is currently 12 years old!
I look forward to Guild Wars 2, but agree with the sentiment expressed by others that no matter how good it will be, I wish to play the existing Guild Wars for many years to come, in addition to the new game. It is difficult to judge just what proportion of existing players will completely abandon GW for GW2, but I am delighted by the statement "We plan to keep supporting Guild Wars for a long time."
What a nice surprise the "Guild Wars 4th Anniversary Update" was, after the initial shock of finding all my characters looking different on the character selection screen and having to load each one in turn and character select to another to set them back to normal. Realizing that ArenaNet had done more than normal in the update and checking up on it, I was delighted with the new functionality they have added. As a primary ranger most of the time, I love the Zaishen Menagerie and have already been putting it to good use.
ArenaNet gets 5 stars from me!
As well as bravely going where no one has gone before they listen to their users and implement the best suggestions when practical.
May there be many more successful Guild Wars Anniversaries!
own age myname
Quote:
Mike O'Brien:[/B]In addition to the normal playtesting of everyday development, the entire team logs on every Wednesday to simply play the game together, and we always have a lot of fun. |
Come on, stop making me jealous. Just little tidbits of info we already kind of have is making me more hyped for GW2.
Bargamer
Obrien Xp
Then they aren't allowed to play gw, look on the back of the box. Idc, if they're mature enough then they're fine in my book.
I am 100% against any form of monthly payment including microtransactions, gw is f2p and gw2 is (as the faq declared) f2p.
I will only accept paying for campaigns and expansions, and extras like char name changes etc. The bonus mission pack comes with the prof-fac plat edition so its a unique case.
I am 100% against any form of monthly payment including microtransactions, gw is f2p and gw2 is (as the faq declared) f2p.
I will only accept paying for campaigns and expansions, and extras like char name changes etc. The bonus mission pack comes with the prof-fac plat edition so its a unique case.
ajc2123
Quote:
So instead of paying £30-35 when gw2 hits retail, you want the content cut in half's and you're willing to pay £5-£10 more for that?
anet really have struck gold with the micropayment crowd... |
Which isn't bad....but its kinda weird.
SirSausage
I'm having the impression that they are playtesting the game a little bit too much. Other than that, great interview.