Revelation Online Outlines Design Philosophy, Part 2

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In the second of two blog posts, the Revelation Online team discusses their philosophy behind character identity and combat. You can read the MMOs.com summary of part one here. Keep in mind, the discussion is generalized for people unfamiliar with MMORPGs, and abstractly highlights the appeal of an MMO.

The most revealing portion of the post reads as follows:

The MMO world is a simulated world as well a realistic world. We make friends here, fall in love here and reach milestones that can inspire others. Tears don't come from frustration and failure, or injustice and suffering. They come from past experiences. They allow us to remember that it's not that hideous, realistic monster that does it, but the fact that we can laugh and take pictures even when our team is slain. Perhaps, growth in a game is fleeting, but it can move the player enough so that they remember it for years later. Growth and companionship is the most moving part of an MMO game.

The posts may not say much to anyone familiar with MMORPGs (people who browse MMOs.com) but it shows, at least the appearance of, care. You can read the full post by visiting the Revelation Online website.

We'll see how well that passion translates when Revelation Online enters Closed Beta in October.

Revelation Online Announcement Trailer