The Indie Game Magazine February 2015 | Issue 46 | Page 14

FEATURE INTERVIEW I ndie MMOs are not unheard of. In fact, many studios try their hand at breaking into the market. Whether they be set in the far future, or medieval times, even the smallest of studios aspire the create the biggest of adventures. A perfectly named studio to tackle such an endeavor, Above and Beyond Technologies is currently in production on The Repopulation, an MMORPG that fits comfortably into the scifi sandbox genre. Looking for the hard facts about what sets this game apart from others in the similarly-themed MMO play-space, I spoke with Lead Programmer and Designer J.C. Smith, along with Lore Team Leader Amanda Romig, to get all the details. They filled me in on what to expect from every aspect of The Repopulation’s development, including story, game mechanics, and, my favorite, non-combat options for those days when you just want to de-stress and enjoy the (virtual) outdoors. Interview with Above & Beyond Technologies IGM: It’s always a struggle for indie teams to work on massive-scale projects like MMOs. How does Above and Beyond Technologies budget resources while maintaining high production values? J.C. Smith: Budget is always a challenge. Things never move as quickly as you want them to because you could always use a few more hands. But I think we’ve done a good job here. We’ve been able to continue raising money through the Early Adopter and Early Access programs, which have allowed us to steadily increase our budget over time. I think an indie studio can create high quality, but the problem is that it takes longer to do so because you simply have less people. IGM: How did humans end up on Rhyldan? What happened to our species to bring us 14 to the brink of extinction? by Vinny Parisi in the future, though the likelihood of this was so minute the crew of the Northern Star Amanda Romig: Earth experienced increased was advised to think of Terra as a tomb. It earthquakes and volcanic activity. Driven by was better to grieve than hope for something the need to understand this phenomena, so unlikely. scientists drilled into some of the world’s most dangerous fault lines. The researchers IGM: Choice plays a big role in the game. inadvertently unleashed high magnitude Can you talk about the non-combat options earthquakes and a series of volcanic events. players have available to them, for those who wish to enjoy a more peaceful experience? Not all believed Earth would wither and die, but the Corporation was certain that life J.C. Smith: Combat is obviously important would not be sustainable within the next in games in general. That’s what a lot of 60 years. This prompted the Corporation people love doing; just going out and killing group to create the Starlis Fleet. The fifty- things or completing activities that make year endeavor was completed on the heels them feel heroic. of climate change, thus acknowledging the In earlier MMOs though, non-combat activineed to seek refuge in the stars. ties were also very important. Over the years, It was possible the Earth would undergo a Diku-muds and Theme Park MMOs evolved to series of climate shifts making it inhabitable dominate the genre, and in most cases used The Indie Game Magazine