Tabula Rasa Interview
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This MMO is the latest brainchild of veterans Starr Long and Richard Garriott of Ultima Online notoriety. We caught up with them and discussed how the game is progressing!
Like the blank slate of its translation, Tabula Rasa has felt a conceptual Etch-a-Sketch shaking and has come out entirely different from what was debuted at E3 in 2004. The story is now a sci-fi war epic with solid style and engaging symbolism. After reading the website I was still a bit confused on some of the details. Fortunately Starr Long was willing to take a few minutes with me to sharpen the image of Tabula Rasa.

GWN: Compared to video’s I saw in 2004 to recent videos on-line, Tabula Rasa has seen cataclysmic stylistic changes. What prompted them?
Long: A couple of years ago we took the product to E3 in 2004 and we showed the product with its original style and the average reaction was that they didn’t really understand it. With that in mind we only really want to make successful games, we had to re-evaluate what we had done and that it wasn’t right for the market or the success we had envisioned. We kept some of the back story, the different alien races, and the symbolic language that Richard had created, but then we gave the gameplay more of a shooter feel. The weapons are more traditional, though you still have powers, but their more intelligible than using drumsticks to kill things. Much more straight-up sci-fi.
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