Mythos Interview

GameZone had the opportunity to sit down with Mythos project director Travis Baldree for a quick Q&A about the massively multiplayer action RPG.
Q: Why did you lock the camera into that one isometric perspective? Is it easier, from a development standpoint, to make the camera static and then create ghost images so you can see what is coming through the blocked angles at you?

A: The camera is locked in an isometric perspective right now for simplicity of play we want to encourage casual players, and I'm not a big fan of camera management. That said, we may add some limited orbital functionality at some point to the camera, but our first priority is keeping navigation easy and intuitive for new players. From a development standpoint, there's nothing inherently difficult about allowing the player to move the camera, it is all down to the refinement of your camera so that it is a help and not a hindrance.