Auto Assault Interviews

Both Eurogamer and Next Generation have conjured up interviews with different members of the Auto Assault development team. The Q&A at Eurogamer talks with NetDevil president Scott Brown:
Q: Have you had to make any particular sacrifices in order to position the game in more than one territory?

A: [Smiles] Not so far. We have had discussions about certain taboo elements in different territories but thankfully nothing in Auto Assault has raised any red flags with the different territories that we are looking to release in. NCsoft has true experts working with us on localisation and they are the ones who will let us know what changes, if any, need to be made to make the game great for their part of the world. But to be perfectly honest, I don't think this is an issue for Auto Assault.

And the Q&A at Next Generation talks with NetDevil design director Ryan Seabury:
Q: MMORPGs are notorious for three things: walking long distances, endless hours of leveling up and waiting for a good party. How does NetDevil plan to address these pitfalls in Auto Assault?

A: We'll eliminate boring travel times in two ways. The first is dramatic compression. We very intentionally zoned the world into the distinct 'interesting parts' rather than make a contiguous landscape. Just like in movies or books, you skip detailing the 30 minute drive to get to the action, and so do we. Additionally, once you've visited any major area once, there is an airlift service that can return you there from anywhere in the world nearly instantly.

Not only is the level curve in Auto Assault perhaps more achievable for the casual player than most MMOs, but we have a design mantra of 'level while playing, not play to level.' This means we try to focus the gameplay and content so that you never spend time just waiting for your XP bar to ding, but instead it comes as a pleasant surprise that you leveled up.