The twist is that the world doesn't need 10 World of Warcraft clones. So - to be really clear - I'm not heading in that direction at all.
My goal has been to try to balance the game with four main components... that would be fighting, quests, exploration, and hanging out, with some trading. We expect people to spend a majority of their time seeing how far out into the world they can penetrate. You start from one of two cities, and work from there; unless you work for the developer, at some point, you'll be handed your ass, and that's when it's time to join a party or guild. Then, with good backup support and a passionate need to return the favor, you will start to reach deep into some of the 20+ lands this game has.
Jonric: Since we know 2moons dil is based upon Dekaron, a game that has been successful in the Far East, how did you become involved in the North American audience?
David Perry: Well, I was invited to fly to Korea by the CEO of Acclaim, Howard Marks. He was one of the key guys that built Activision back up from bankruptcy back in the early 1990s. He had relationships with many Korean developers, so I got the grand tour of various studios. Interestingly, we were almost at the end of the trip when we visited the offices of GameHi. They have the #1 game at the moment - so I'm told - in Korea; it's a FREE first-person shooter called Sudden Attack, somewhat similar to Counter-Strike.
So of course, we looked at this game, then I was shown Dekaron, and I felt it stood out from most of the MMORPGs I had seen that week due to the really nice engine (light blooming off armor), the massive amount of quests, the huge range of creatures and the almost arcade-style fighting - with giant numbers coming off the enemies when you fight. The more I saw, the more I liked it. So, I offered my services to help get it released in the USA.

Jonric: What led to your interest in massively multiplayer games? What do you feel you can bring to the category, and what do you regard as the major barriers to a successful entry?David Perry: I've really stayed away from MMO games, so it's actually fair to call me a novice. I've been a console developer for quite a while, with some PC games too. My team's toe in the multiplayer online water was in a game called Sacrifice. What was strange was that I found that I played that game more than any of our other in the past - not by a little, by miles. So, there's always been an allure to work on a PC online title again.
Then, when playing World of Warcraft, it reminded me of just how potent this stuff can be, like when it's 4am and you just can't go to bed. The twist is that the world doesn't need 10 World of Warcraft clones. So - to be really clear - I'm not heading in that direction at all. I'm hoping that with the help of my closed beta testers, we can together shape a game that Americans will enjoy. I think the biggest hurdle by far will just be the language barrier -annoyingly, I don't speak Korean - and so talking about design ideas in detail through translators is something I'm still learning to master.



