The idea behind Age of Ascent's "Ultra" scale was driven by a combination of necessity and hubris! So it was pretty inevitable that we'd make Age of Ascent (AoA) - which can be essentially defined as a sandbox-universe, space-based, twitch-combat Ultra-MMO running natively in 3D in the browser. On a practical level, this also means we have a lot of real-world space expertise nearby that we can tap into when we have questions. I'm also an amateur astronomer, and my office is just up the road from Cape Canaveral, so I get to watch most of the rocket launches from my rooftop. It's always best to make a game on a subject that you're passionate about, and the Illyriad team's shortlist of all-time favourite games includes Elite, Freelancer, Wing Commander and Eve Online. We started thinking about our second MMO title Age of Ascent in mid-2012, and began working on prototypes in 2013. How did you come up with the idea for Age of Ascent? Was that something you had been considering for some time? Brace yourself, for it is a long but very interesting read. We've interviewed CEO James Niesewand to learn more about it. Their latest project, Age of Ascent, is an Ultra-MMO where dozens of thousands of players can play in the same battle (they've tested up to 50K concurrent players) and across various platforms such as Steam, Xbox One, Windows Store, iOS/Android and more. UK studio Illyriad Games are literally aiming for the stars. Indie developers, on the other hand, need to innovate in order to be noticed by the public and thus survive in the large sea of the gaming industry. Why? Well, indie developers are the ones taking risks and braving uncharted territories, while AAA studios are often shackled by the logic of investors who want solid revenue on a yearly basis. Let's face it, indie gaming has been tremendously important for the industry in the past few years and that's coming from someone who doesn't even play that many indie games.
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