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.

GWN: You know I�d be really impressed if you found a way to do the ultimate in sci-fi combat drumming.

Long: Well we tried. We spent two years trying to make it work, and it's really different and unique, but it would have been successful to a very limited audience. The analogy that one of us threw around was that we were making a David Lynch film with a Steven Spielberg budget.

GWN: I recently read that once you aim at the enemy, the games will auto-target for you. Could you elaborate on that?

Long: The front end and the pacing of the game are very shooter oriented, you have the WASD controls and the crosshair in the middle and it feels and plays very much like a shooter, but it's still an RPG at heart. Your character builds up skills over time, picks up different kinds of weapons and powers and those are the large determinants of how much damage your doing to anything you're hitting. At one point it affected accuracy causing you to miss, but we took that out. There are some real-time elements that affect it too, though, like if you're moving, crouching or standing still, and different weapons are more or less susceptible to movement penalties. It's kind of a blend of a shooter and an RPG. It's not just relying on your reflexes like in certain console shooters where the crosshairs will pop over to a target if you're aiming close enough.

(NOTE: FPS purists are raising their eyebrows at this point, but I urge them to lower those brows slowly. Tabula Rasa may not be the twitch shooter of your dreams, but it sounds like the focus is on tactics, which would work in an MMORPG environment. Planetside tried to make the MMOFPS and failed because they aimed at the pure FPS, and that just isn't feasible with current latency standards. Tabula Rasa just might be the game that gets RPG and FPS fans to hold hands around a tree, wearing flowery crowns, and singing Come on people now, Smile on your brother, Everybody get together, Try and love one another.. right... okay maybe not. Still, the target audience is broader by taking the focus off both twitch AND turn-based combat and shooting for somewhere in the middle.)

GWN: An important feature to players of Massive Online games is character customization. How much character customization is available on a Tabula Rasa character?

Long: Character customization is set to the current industry standard of real-time outfits. The idea being that as you find jackets and helmets they will change your characters look based on that armor much like Ultima Online or World of Warcraft. However, they will be hue-able so that you can change the color of every single piece of armor in the game. Depending on the armor, for example one piece might just be the trim, etc.

GWN: How is Tabula Rasa going to handle level disparity between players who wish to group with each other?

Long: We don�t have an answer for that yet, but we see it as an exit opportunity for a lot of players and we're definately mindful of solving that problem.

GWN: Here's a quote: "Players will go behind enemy lines in missions that directly impact the war effort." Could you elaborate on the war effort?

Long: Basically we want to give players access to variables in the game that affect other battle variables in real time. If, for instance, you go on a mission and get the maintenance code for the shock towers which are base defenses for the bad guys and they're out on the battlefield assaulting that base they can run up to the shock towers and enter the maintenance code which will deactivate the towers temporarily which can turn the tide of battle. They might also rescue NPC soldiers from prison that they can later bring into battle.

There are also control points scattered throughout the battlefield and the NPC's, both good and bad, are programmed to try to seek and hold those control points because whoever owns those control points determines things like where you respawn when you die, base facilities you have access to, and what missions and NPC's are available. Hopefully all these variables combines will make it so that every time you're on one of these battlefields you�re making an impact or seeing other players having an impact in the battle.

We also didn't want NPC's standing around just waiting for you to kill them. We wanted to make a game about war, so the NPC's are constantly fighting each other.

GWN: So if you're standing off to the side they're not just sitting there, they'e really going at it.

Long: Exactly, NPC's are going on patrol, engaging in front-line battles, they�re always doing something. The only things that are just going to be standing around are things like birds and rabbits and things like that are not part of the main game.

GWN: But I'm sure we can still blow them up.

Long: Oh yeah.

GWN: So we won't be going on pointless missions like, for example, killing five warthogs to make some stew for an NPC that's entirely vestigial to the war effort?

Long: While I can't promise there won�t be ANY missions like that, we're trying to make it so that at every certain amount of time in your gameplay experience there are going to be things that you do that you can see influencing the nature of the battle.

(NOTE: Obviously we're taking a page from World of Warcraft, and tearing it out of the book. World of Warcraft was defiantly a world, but didn't contain much warcrafting. This was a disappointment to many players, although it doesn't seem to deter them from playing, but that�s a story for another time. If Tabula Rasa can produce an environment of consistent warfare while holding on to traditional RPG standards they will be able to pull a significant amount of players away from other MMORPG's. The only real hurdle to jump is the tedium of a war that never ends or changes.)

GWN: What happens if you take all of the control points? In short, can you win the war on any significant level?

Long: The answer is yes, but only temporarily. If we allowed that (winning the war) to happen all the time, then any new player that comes on to that map sees it in a winning state that never changes. What we want is for the map to, hopefully, always seem different. The game is programmed to reach a sort of equilibrium, but not instantly. You can take every single control point on a map, but the game is programmed to react to that by sending more units and increasing the difficulty of holding all of the control points for a prolonged length of time.

GWN: Phat lewt, how's that handled?

Long: Standard. Kill a guy, run over to his body, loot anything from armor to guns, to modifications for your guns, to crafting items, etc.

GWN: What would we be crafting?

Long: Well you're not going to be crafting any thing like chairs, unless they're going to be exploding chairs that you throw at people.

GWN: I want to craft an exploding chair.

Long: Sorry, you'll mostly be crafting guns, armor, and modifications.

GWN: Will we have to go out foraging in the bushes, or mining to get components?

Long: No, all your components will be obtained though enemies you kill.

(NOTE: Sweet.)

GWN: What kind of computer specs are you shooting for?

Long: The best technology available to human kind. Running the game on lower end machines will require turning down settings for compatibility.

(NOTE: This is my only point for concern on Tabula Rasa. A factor of World of Warcraft's success is its compatibility level. They lowered the level of graphic complexity and focused on art to keep the game visually pleasing. How good can Tabula Rasa look if we have to lower the settings just to play it?)

Now that we have a better picture of Tabula Rasa, we can officially get excited about it. I think Tabula Rasa has the best opportunity to make an exciting MMORPG that isn't a monotonous level-grinding time-sink, but instead is a fast paced and exciting game. Only time, and the beta, will tell.

Interview by Christopher Means.
Jul 6, 2006