[GDN] In regards to performance, how much does the client-side computing power
play into the game’s performance?
MATT: I’m not a tech, but I think the client-side always matters just as server side always does assuming you have both. A faster computer with a better graphics card will run Earth Eternal more smoothly as you’d expect.
[GDN] From MUD to MMO, what’s next for the company once EE launches officially? Other projects on a whiteboard somewhere already?
MATT: Other projects are on the whiteboard, but I can’t talk about them yet. For now we’re very focused on Earth Eternal.
[GDN] A Cornell graduate in government and now heading up an MMO firm, did you get tired of the real world and want to create better virtual ones?
MATT: [laughs]. Not really, no. My games involve a lot of combat. I’m not really up for walking down the street and getting assaulted by some dude with a flaming sword who screams, "For the House
of Feanor!" I love Tolkien far more than the next guy (trust me) but I view MMOs as extensions of the real world, not truly separate virtual worlds.
[GDN] Finally, how do you see the games market as a whole changing over the next five years? What will be the driving forces?
MATT: I’m afraid I don’t have any particularly epic responses. Increased digital distribution, more variation in business models as a result. One thing I do not see happening is the death of core games. I think that trend is greatly exaggerated. The fact is, a single core gamer is much more valuable in terms of a willingness to spend than a Facebook gamer is. Having said that, the relative ease of customer acquisition on the social networks is clearly one of the major trends happening right now and likely to persist for a couple of years at least.
GDN would like to thank Hillary Lyons at FTW PR for doing all the legwork on getting us together and of course to Matt and Sparkplay as well. Good luck with Earth Eternal!