Space Time Studios Interview

Ten Ton Hammer has conducted an interview with Cinco Barnes and Gary Gattis of Space Time Studios concerning their upcoming undisclosed sci-fi MMORPG. The article also includes three new pieces of concept art.
Ten Ton Hammer: The description of your undisclosed MMOG states that the game features (a unique combination of space flight and role-oriented (RPG-style) combat.) Does that mean in-space dog-fighting will have an (auto-attack) mode? Or are you suggesting you'll have both face-to-face RPG style combat and dog-fighting?

Cinco: Dog-fighting with real-time weapons is the cornerstone of our combat experience and it is balanced with a suite of character-defining abilities (similar to what you might expect from your favorite online RPG). There is no '˜auto-attack.' Instead, we have a really innovative navigation system that has yielded a cool mixture of raw player skill and strategic abilities.

Ten Ton Hammer: When players look at the broad spectrum of sci-fi MMOGs, the games typically fall into two camps space-oriented and ground-oriented. Even Star Wars Galaxies has limited off-planet scenarios and their spaceship combat isn't an integral part of the game. You've stated that the game will have a space flight option does that mean the game takes place primarily in outer space? Or are you going to have ground and space based adventuring?

Gary: Space flight and space combat will be an integral part of our game. it is what we are passionate about and what we know best. It is safe to say that the game will take place primarily in outer space. At the same time, we feel that a strong avatar component is essential as well. In a vehicle game, you don't want to think (I'm that tin can) . you want to think (I'm the guy IN that tin can.) *smiles*

Space flight and space combat are an integral part of the Space Time MMO.
Cinco: We've got some very nice surprises up our sleeve to help with that perception.

Ten Ton Hammer: After perusing several of your blogs, the Ten Ton Hammer staff happened upon an interesting notion in the design blog, (Mouth Money.) In it you stated that each idea the team comes up with must go (too far,) meaning that it's got to be fun at its core but absolutely eccentric in practice. Why was that route decided upon when you were creating your fictive universe? Wasn't staying in the realm of (hard sci-fi) enough to entice players? How has the fiction and design changed since that notion was implemented?

Cinco: The whole point of directing the team to go (too far) is so that we all focus on delivering vivid illustrations of emotion and dramatic points-of-view, instead of detailed mechanical predictions of the future. Our game is not about explanations of technology but about manifestations of raw emotional energy. Going (too far) is a great tool for breaking the bonds of what has gone before and establishing what you, as an author / game-developer, really feel in your heart. This method continues to work great for us!