F13.net have released one of their signature conversation interviews, this time the featured interviewee is Adam Carpenter, the Lead Designer of Fury. In this interview, he traces development and the reasons for the decisions they made.
f13.net: So we met a while ago and Fury was, at that time, in alpha and you were already giving demos. Unlike the current state, which we'll get to, what was the climate like back then? Specifically, speaking to the budget and game development.
Adam: This was during E3 2006 and the climate around the office was fairly positive. For E3, we had focused on creating a vertical gameplay slice that exhibited the core combat system/gameplay as well as the advancement and character development systems. If I remember correctly, at that point we were focused on a release in January, 2007.
What we still had yet to do was crystallize what the game really was. We knew it was arena combat, we knew it was PVP, we just didn't know everything it needed to be.
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