He compared SotA's blueprint with traditional MMOs, which typically feature large numbers of players who either ignore each other or who are sharded away from one another on different servers. Garriott's aim is to make a single shard game that fills player instances first with preferred friends and then with strangers, while maintaining "ad hock private instances for storytelling." You can watch the full panel video after the break.
Posted on Dec 20th 2014 7:00PM
Posted on Dec 20th 2014 1:00PM
Posted on Dec 20th 2014 12:00PM