gamebunny:
Firstly,
could you tell me briefly about your history in the game industry?
Have you worked for any other devs or pubs before Mythic?
Sanya Weathers
(Warhammer Online):
The story begins with Infocom text adventures. What, you didn’t
want to go that far back? Okay, I started as a volunteer for a
mainstream MMO, and from there I had my own MMO-related website.
After that I got into freelance writing, and I particularly loved to
write about games. I was writing for a gaming news website when I
met the Mythic band (in late 2000), and they hired me in June 2001.
Best job I ever had for some of the best people I’ve ever known.
That is, of course,
the sanitized version. The whole story involves a fair amount of
swearing and a large number of tequila shots.
gamebunny:
When
you’re getting ready for work in the morning what do you most look
forward to? What do you dread?
Sanya Weathers:
Working with players. Working with players.
gamebunny:
Now
that E3 2006 has come and gone, what are your impressions of the
show? What did the team learn from watching strangers sit down and
play? Any surprises?
Sanya Weathers:
E3, and a number of shows since then where actual players have been
allowed to actually log in and play our pre-alpha build, have all
been very exciting for us. We think we’ve really got something –
most people come in, and even if they’re pure PVE people in other
games, they find out how exciting PVP can be, and stay… and
stay… and come back a few hours later with friends. And
it’s those friends that really point up what it is we need to work
on. We’ve been making PVP games, and MMO games, for so many years
now that there are certain genre conventions we take for granted.
This will be the first MMO for many fans of the Warhammer world, and
we need to be sure we’re making assumptions with our design that
would put a newcomer off his feed.
But there have not
been many out and out surprises – that’s the benefit to having
so much experience as a company.
gamebunny:
Are
there any changes planned after people’s reactions after E3?
Anything that didn’t really work as hoped? Or perhaps anything
being enhanced?
Sanya Weathers:
Well, it was a pre-alpha build. It was very barebones, really too
thin to judge anything besides our core concepts. You could say
EVERYTHING is being enhanced! Our real challenge now is to deliver
everything we talked about, so guys like you aren’t trying to hurt
me in fall 07.
gamebunny:
What
do you think are the key elements of the Warhammer universe that
make it so appealing and enduring?
Sanya Weathers:
In my opinion, the three standout elements are: One, the richness,
the sheer depth of the world. Two, the sense of fun. And three, the
world has an edge to it. Really classic fantasy isn’t a happy
frolicking elf in a meadow, there’s blood and guts and betrayal
and revenge. Warhammer has all that and tentacles. The three things
together create an environment perfect for telling all kinds of
stories, really classic tales. And that makes for a gaming universe
that can endure through all kinds of mediums, online and off.
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