Tabula Rasa Interview

MMORPG.com offers an interview with Tabula Rasa's new lead designer, Tom Potter.
MMORPG.com: What, in your opinion, is the strongest aspect of Tabula Rasa?

Tom Potter: Hands-down it's the fast-paced nature of combat. Personally, I'm more of an action gamer anyway, so the fast action really suits my play style. We really tried to build upon the advantages of the combat system in such things as the Control Points. For those that aren't familiar with the system, control points are essentially contested where ownership is in a constant state of flux between the Bane and the AFS. When held by the enemy (Bane), players can launch an assault and capture the control point. And once held players have to band together and defend it against wave after wave of Bane assaults. That's really the essence of our vision - keep the combat fast and furious - so constantly working on things to improve that aspect. Currently we're hard at work on clan-owned Control Points that really expand upon this idea. The team is very excited about it.

MMORPG.com: Obviously, this game has changed a lot since launch. Can you fill us in on some of the biggest changes?

Tom Potter: The team has definitely been extremely busy working on the game after launch. Since our launch late last year, we've already had 8 updates, or "Deployments," as we call them. There is a lot bundled into each update. We've released multiple new instances like Sanctus Grotto and Fault Lever, almost completely redesigned a handful of instances like Live Target Pens and Magma Caverns, made a ton of skill tweaks, balance changes, and performance tweaks. Players will enjoy a much more polished game now. Monster AI and responsiveness have been updated to make combat feel even more engaging. And we're right at the cusp of some great new features that are coming this summer.