Strategy Informer: Could you tell us the storyline for Dark World Online?
David Bowman: I could but if I did I'd have to kill you. Then we'd have to find your family and your friends and kill them, too. But, since this is a vampire game, you would only be undead, not really dead. It's like a haiku, without the words.
Are there any features we don't currently know about that you'd like to share?
David Bowman: No, we were as explicit in our FAQ and press release as we are prepared to be at this time. As we begin to play-test and balance the game, then we'll begin discussing
features in greater detail. Until then, we are not falling into the trap of premature feature promises.
What can you tell us about the graphical and physics features?
David Bowman: Dark World Online is being developed on the proven server and simulation platform developed at Tulga Games. The team has been working on the new client that powers DWO for over a year. The new client has been architected with all of the future needs of making multiple persistent worlds in mind.
There are still developer hours of work to go, but we believe that we're creating a great client which will make Dark World Online an intense experience.
Do you plan to release extra content for the game once it's released?
David Bowman: Absolutely, new weapons, vehicles, structures, clothes and gear are currently planned for regular releases after DWO goes live.
Can you tell us about the multiplayer side of the game?
David Bowman: Since Dark World Online is a massively multiplayer game with heavy elements of player vs. player combat, multiplayer is the core of the experience.
What are the current system requirements for Dark World Online?
David Bowman: Current generation computers will have no problem running Dark World Online.
Specific requirements will be finalized during the Beta process.
Can you give us an assessment of the health and long-term viability?
David Bowman: Dark World Online is still very much in its infancy. We obviously predict a healthy and extremely long life. It's designed to be entertaining and to offer variability that provides a reoccurring challenge.
How well is the game progressing at the moment?
David Bowman: We are working on the core client elements to support the design. The simulation has the benefit of being built on a proven platform. We've been carefully building our toolset and art pipeline for Dark World Online knowing from our past experience in building Horizons what our needs will be.
Could you tell us a little bit about the factions and weapons that will be featured in Dark World: Online?
David Bowman: The Slayer faction (humans) are heavily weighted toward high-tech gear, magic, and hexes. The Werewolves use their natural physical prowess and ability to morph between forms combined with their pack bonuses to engage in combat. The Vampires have their mental domination, supernatural strength, enthralled humans, and abilities to inflict damage on their foes.
Will there be any secret bonus features built in the game?
David Bowman: If there are, they will be secret.
What has been the hardest part of development so far?
David Bowman: The intense anticipation of what we can build, and the knowledge of the many barriers to success that we have yet to overcome.
Do you think it's likely we'll see some changes to the current release date?
David Bowman: Since we haven't released a date for going Live, that is definitely going to happen.
Is there anything you'd like to say to the Dark World Online community before we wrap this up?
David Bowman: We are extremely excited to broaden the number and style of MMOs that we have developed. We believe that no current games provide the combination of PvP with long-term goals that DWO will provide.