Jumpgate Evolution Producer Interview at Play(tm)
How do you choose which features to include in your MMO experience, given the complexity of certain examples of the genre?
I think the way to think about it is, an hour of development time per hour of user enjoyment. What you want to do is provide the most amount of fun for the least work, especially because every time you add something you risk breaking what's there.
Figuring out whether battle stations are worth it, for example; you ask people, and if they say 'yes' you try and include them. Customisation? 'Yep, that's cool'. What about... homing missiles? 'No, we don't really care about that.' So its really about asking people. Then you test, and see if people play it. But really its all about trial and error.
It's always fun to read producer's thoughts about games, especially with NetDevil's previous game experience, and their outlook on giving players what they want! This interview is a fun read, and while it doesn't give away any special Jumpgate Evolution secrets, it's enough to make you want to play right now!