Lead Designer Paul Sage spends some time with the guys at GameZone to discuss the imminent launch of Tabula Rasa. The interview covers a range of other topics as well, such as what exactly Tabula Rasa adds to the MMORPG pie, the changes the game has gone through during it's development (including an actual blank slate and redesign) and plans for the post-launch Tabula Rasa schedule.
Through all the changes in the look and feel of the Tabula Rasa development, what constants have remained?
Paul: I think the primary constant is the fiction behind the war. From very early on, we wanted to make this game feel like you were in a war. Honestly, when we looked at the earliest concepts, that wasn't something that really stood out as being presented well. So, that was something we wanted to really nail when we started reworking the game. We had to take war elements people could relate to, and put them in a futuristic environment. I doubt we will have machine guns in the future, but it plays to the modern psyche that this is war. So the war and the fiction of the war has been a constant.
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