Tabula Rasa Interviews

A couple of new interviews with Tabula Rasa producer Starr Long popped up earlier this morning. The first is at Pro-G:
Q: How did the Tabula Rasa development team juggle both action and MMORPG elements? Can you enlighten us as to how the two were combined?

A: We really wanted to make combat in Tabula Rasa feel different than the "whack-a-mole" combat of most online games. We wanted to combine the character progression of an RPG with the pace of an action game without making it based on reflexes. We mix real time elements like crouching (increases damage done) and cover (reduces damage taken) with RPG elements like special powers (lightning, crab mines, etc.). Tactical decisions happen on many levels from unique AI (like shield drones who protect enemies) to damage types (EMP weapons take down shields, virulent weapons don't work on mechanicals, etc.). On top of all this NPCs are constantly fighting each other (Bane vs. AFS, predators vs. prey, etc.) instead of just standing around waiting for you to kill them. We also try to make the AI as challenging as possible. Run behind cover to get away from being shot and that Thrax soldier you messed with may just run around the corner and kick you in the face. Not your typical MMO by any means.

While the other is at CVG:
Q: It sounds as though the idea is to appeal to both gamers who enjoy shooters and those who enjoy RPGs/MMORPGs...?

A: Actually, we're making an RPG, which is our goal. Our game is much more action-oriented and fast-paced than most RPGs, but we're still making an RPG; we're not trying to make a shooter. Now in some places it may feel like it, such as in the interface which has a targeting circle in the middle of the screen all the time or weapon trays that cycle the way some shooters do, but this game is an RPG at its core and it will appeal to the gamers who enjoy MMORPGs. The pace will just be faster than what they are accustomed to.