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Regularly, we feature the top stories from the surging online/virtual world space from Gamasutra sister site WorldsInMotion.biz -- recent notables include an Online World Atlas entry for Korean MMORPG Atlantica Online and FusionFall intervie
Regularly, we feature the top stories from the surging online/virtual world space from Gamasutra sister site WorldsInMotion.biz. Recent notables in the space include an Online World Atlas entry for Korean MMORPG Atlantica Online, several interviews including Chris Waldron, Executive Producer For FusionFall and composer Jeremy Soule. Interview: Composer Jeremy Soule On Soundtracking zOMG! "Right now less than .05% of the Gaia audience is turning the music off. So what we’re doing seems to be working well. I try to raise the bar with music both in quality and quantity. There's nothing like spending hours with of excellent music while you play a great game." Online World Atlas: Atlantica Online "There are arguments all of the time over the differences between Korean and western design sensibilities, but I can't help but feel that a title like this could be far more successful if the mission design was a little bit more exciting ... If there's a lesson from Atlantica Online it's that the coders and artists of NDoors (and perhaps Korea) are beyond comparison, and under the helm of a western-orientated design team they could be unstoppable." Interview: Chris Waldron, Executive Producer For FusionFall "FusionFall has many of the traditional game aspects of an MMO, such as character advancement, world exploration, an in-game currency system and special gear, but we have also added a number of features that aren’t in traditional MMO designs." Interview: Brent Arslaner On Taking Your Event Virtual With Unisfair " In today's economic climate, virtual events have a new relevance. Case and point is a recent corporate travel spending survey by the Association of Corporate Travel Executives (ACTE) that found 33 percent of companies will spend less on travel in 2009. Similarly, more and more green corporate policies are restricting travel in order to decrease carbon footprints." Interview: Lee Hammock On Setting Fallen Earth Apart From Other MMOs "One of the major design differences is its first person-based combat system, which gives it a very different feel from other MMOs. We also have a classless advancement system, so players have more flexibility to choose how they want to play instead of being limited to a class-specific progression. To boot we have a very in-depth crafting system that lets players scavenge for parts and make 95 percent of game items. There’s also a lot of content, allowing players to go through the game several times without experiencing the same content."
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