MMORPG.com: D&D has been around forever it seems. With the venture into the online world, is the focus on getting the table-top game people into the mmorpg arena, or adapting D&D to the mmorpg crowd?
Ken Troop: D&D Online is focused on creating a fun online RPG experience that you can play with your friends. We don’t compare ourselves to other MMPs – DDO takes you straight to your adventure (no endless running to get where you want to go), offers quest-based advancement (no sitting in the same place for hours grinding for XP), and creates a private adventure for you and your friends (no random interference or grief from strangers).
Our development touchstone has been to create an online experience that captures that essence of the classic tabletop adventure session. But it has to be a fun online experience. When a straight translation of the pen & paper rules would hamper our ability to provide a fun online experience, we work closely with Wizards of the Coast to come up with a modification that maintains the spirit of D&D while satisfying the demands of the online medium.
GB: How large will the game world be, as compared to other MMORPGs? Can you tell us about any types of transportation you are planning to implement (horses, boats, teleportation, etc)?
Turbine: We’re deliberately going for a smaller physical space. We feel that rather than have a huge world that feels empty, we’re better off taking our content, and putting it into tailored spaces that are packed with things to see and do. Time that you used to spend running across a featureless landscape can be better spent in We’d rather maximize the amount of “Hey, look at that!” versus the amount of “Hey, where the heck am I?” Exploration of densely packed areas tends to be a bit more rewarding – without density, the answer to “what’s over that hill?” is too often “another hill!”
GB: Tell us a bit about the "private dungeons" that designers will be able to build. How exactly will this design process work, and how will they be able to keep other adventurers from entering?
Turbine: In brief, Private Dungeons are exactly that – a dungeon that only you and your party are able to enter. The Private Dungeons are our way of trying to re-create the friends-at-the-table experience of D&D – it’s just you and your friends against the baddies. Many of our quests will direct players to particular private dungeons in order to complete them, though the option of a simple hack-and-slash romp with your friends is always available as well.
GB: To conclude, what do you feel are the most important features that you're working to incorporate into D&D Online?
Turbine: There are a lot of D&D players on this team. Several of us play a weekly game at the office. Often, you’ll hear us talking and laughing about this week’s exploits; the good luck and the bad, the funny moments and the tragic ones. More than anything else, if we can recreate that feeling; parties working together to overcome challenges, kick butt, and have a good time, we’ll be in good shape. It’s not any individual feature that does that – it’s a combination of good quests and stories, good dungeons, and great combat and characters that make it all come together.