Travis Baldree Interview

Posted 15th Aug 2008 01:03 PM by Flux

Our parent site IncGamers has posted an exclusive interview with Travis Baldree, formerly the lead designer on Mythos at Flagship North, now the founder of Runic Games. The interview covers the (sad) final fate of Mythos, their plans for their new property, Travis’ ideas on integrating RMT into a Western MMO-style game, the huge shadow cast by Diablo 3 and WoW in the genre, and more. It’s a good interview with some very direct questions, and well worth a read. A couple of quotes:

How close to release do you think Mythos was? How successful do you think it could have been in today’s market?
We were scheduled to go into Open Beta in October, with commercialisation 2 months after that - we were very, very close. We all believed in what we were doing with Mythos, and think it could have been pretty successful, especially with ongoing development.

Did the announcement of Diablo 3, and the huge immediate interest in that sequel, make you feel Mythos was not up to the comparison or do you think the two games serve a different market?
Like everyone else, we watched the Diablo 3 videos avidly on release, and had long and intense discussions about their approach, and what we could learn from them. I think there are many great lessons for us in what they’ve done - but I think we all believe we need to differentiate ourselves from Diablo 3 to succeed. Since Diablo appears to be staying with the classic Battle.Net setup ( I’m sure with some great new features ), we felt that we should focus on our differentiating factors - a more social environment with a large shared space, and a free-to-play business model to lower the barrier to entry. I think we can definitely succeed as long as we make sure to forge our own identity.




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Flux
Posted 15, Aug 2008 02:05 PM
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I’d like to take this opportunity to apologize to Travis for the tone of some of those questions. I contributed most of them when Paul said he’d gotten the interview arranged, and sent them over very quickly while working on other stuff. Reading them all in a row now… damn those were kind of harsh.  No sugar-coating those pills.

Still, man up to Travis for not ducking them, and the resulting info was quite good.  If somewhat painful to read.

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RyTEK
Posted 15, Aug 2008 04:19 PM
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It must be terrible to have a project that you have worked so hard on be yanked out from under you (and possibly finished by someone else).  I’m glad they are adopting a positive attitude, and I hope their next project goes smoothly - I’m sure it will considering that they learned some things from the development of Mythos.

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Mackan
Posted 15, Aug 2008 05:58 PM
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Wish them all luck with their new game. Sounds like they can develop something new quickly, but they need to make the right decisions as well.
Relying on microtransactions in a MMO game… hm, personally, I would never pay real money for an item in a game. And I would prefer if the game is not online only, singleplayer provides peace and quiet, and 0 ping, whenever you want.

He is right about the community though. It’s great to hear from the developers on a regular basis, early on.

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Leord
Posted 15, Aug 2008 06:26 PM
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I’m really heartbroken over this. I had hoped a better fate for Flagship. People still play Hellgate, impressively enough, so if they had just had the time to finish it, this would have looked completely different!

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SSH83
Posted 15, Aug 2008 10:18 PM
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Life sux when you don’t have ownership over your brainchild. :/

I hope they still get royalties if Mythos becomes successful.

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Charons
Posted 16, Aug 2008 02:48 AM
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i played the mythos beta and while it was impressive from many aspects, the lack of a story really lost me. I just couldn’t get into the game as I really didn’t have a goal.  So please, in your new game, center around a story.  Introduce people to your world via it.  You can then have all the offshoot stories and dungeons plugin to something people are already familiar with.  And please don’t make it a million pointless quests.  While playing D2 recently, its amazing how much there is to do with only 6 quests per act.  (or 3 in act 4)

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