Dawn of Fantasy Interview

IncGamers has conjured up an interview with Reverie's Konstantin Fomenko about the team's newly released massively multiplayer RTS/RPG Dawn of Fantasy. In it, Konstantin answers questions about the game's persistent nature, three factions, toolset/editor, and more:
IG: As far as the game world of Mythador goes, it appears to be pretty large so how will control of the world map work in the MMO elements of the game?

KF: The World Map serves to link together each of Dawn of Fantasy's instanced maps. Given the size of the world, there was no away around instancing, but the World Map gives players a second view mode from where they can move their armies from place to place to complete quests, explore new regions, and trade with other strongholds.

Armies in the World Map have a number of multiplayer capabilities not featured in the Homeland views, including being able to scout the nearby terrain to find other player armies, trade armies, and homelands to siege. Another cool feature is the ability to designate a World Map army as an (Army for Hire,) which allows that army to be called upon to help a nearby army under attack that requests an ally a great way to meet new friends in the game!

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IG: The game features three races, Humans, Orcs and Elves, which are all stereotypical fantasy races. Did you play around with other race ideas when developing the game and why did you settle on these three?

KF: We originally had a number of races including dragons, amphibious creatures, and minotaurs. But these races never got beyond concept. As a new studio, we wanted to start small and work our way up, so we picked the easiest three races to start with and plan to add more later on, but wanted a strong foundation to work with. All the same, we tried to branch beyond the stereotypes with these three races. Each has their own culture and traditions, as well as very diverse playstyles. The Orcs and the Elves also have their own languages, sprinkled into the quest dialog.