RPS: More seriously – do you know, as a developer, when you’ve got something so ferociously compulsive on your hands? Is that that something you can actually design, or is it a happy accident?
The goal wasn’t “compulsion” so much as it was “innovative fun”. Alex and I had been disappointed by the lack of imagination shown by MMOs; the slow linear evolution from text MUDs to EverQuest through WoW and all of its modern clones was really unsatisfying to us. It was clear to us that the huge budgets of mainstream MMOs had effectively prevented big innovations. We saw an opportunity to use a small team, 2D and Flash to shake things up by breaking as many MMO ‘rules’ as we could. The result is something with a lot of fresh gameplay, and I think that’s a big part of Realm of the Mad God’s appeal.
I haven’t played it very long yet, but I just lost my first character (only level 4, I made the mistake of teleporting into a battle where I was very out-classed) and immediately re-rolled, so uh, hey!