Planes of Telara pulled the curtain back on a few more of their classes or “souls” this weekend. You can see them here.
So far I am liking the variety they have put down into the game. Combine that ingrained variety with personal customization by mixing and matching classes, and you have some fun character crafting ahead of you.
After the whole “Beta Upgrade” incident, I did get that apology letter and had a short, but nice, conversation with Studio General Manager and Chief Creative Officer Scott Hartsman over the blip. It gave me some good perspective on what faces a development team – a sleep copy editor can cause a tremendous uproar with one poorly worded email, in this case.
With that said, the team also faces a tremendous challenge. As Bioware has chosent to hang their hat on a fourth pillar of “story,” Rift aims to make its fourth pillar a “dynamic world.” Its a tremendous challenge, but a very worthwhile one. We take that for granted in PnP RPG’s and even in most PC RPG’s these days – that the world will react to our presence and indeed, bear the mark of our passing when we come and go.
The question constantly on the back of my mind these days is – can any game, be it Rift or GW2 or SWTOR, simple *add* a fourth pillar? What is the cost involved? What will need to be changed to accomdate the addition of that pillar? I would like to say nothing, but another part of me would like to say “many things.” And I believe that part is correct. To include that pillar – whatever it may be – then the other three pillars are going to have to make space, and that may mean saying goodbye to some features we have come to know, expect, and yes, maybe even love.