This page contains a Flash digital edition of a book.
INTERVIEW: LARS BUTTLER, CEO, TRION WORLDS Reinventing the MMO


Five years after opening its doors, specialist publisher Trion Worlds has established a UK office ahead of its first ever release, Rift. James Batchelor speaks to founder Lars Buttler about how his team will drive online gaming forward


Tell us a little about Trion Worlds. Trion Worlds is five years old now, and we are a publisher and developer of online premium games. We founded Trion on the basis of three questions: First of all, why can’t online games be as high quality as offline ones? Secondly, why do larger online games always have to be RPGs? Shooters and strategy games have a big following at retail, so why wouldn’t they in the online space? And finally, why can’t games be truly social and fully dynamic, with worlds that are constantly changing? To answer these questions, we’ve developed a strong portfolio of titles, starting with Rift. We have also built our unique distributed server architecture, where servers are divided by different functions: player data, AI, physics and so on. It’s a reinvention of the typical online architecture.


More recently, Trion opened a UK office and established a European team. What plans do you have for these markets? We think Europe is as big and important as North America – and maybe over time it will be more so. We see it as a great marketplace for us and we want to make sure our titles appeal to European gamers and that our community becomes as strong as it is in America.


What are your goals for 2011? We’re launching our first big titles. We want Riftto show that there is room for more triple-A MMORPGs and then start educating people on what comes beyond that.


After five years of preparation, we want to show the world what we think the next evolutionary step for gaming is. It’s not just about casual games on Facebook – it’s about core video game genres, which we believe is a much bigger market.


Before founding Trion, you were VP of global online for EA. How


30 January 21st 2011


targets – it makes innovation harder to accomplish. We wanted to take the industry a step forward.


How will your first releases show us Trion’s vision for online games? We felt our initial product should be an evolutionary step. We wanted to aim for the biggest, safest market – the MMORPG – and then innovate incrementally but significantly. Our first title Riftis the spiritual successor to Ultima Onlineand EverQuest Online, the longest- running MMOs. It doesn’t change key MMO features, but adds something different, such as the rift invasion mechanic – rifts to another realm will open randomly and if players don’t close them in time, the game world changes dramatically. Riftwill be followed by our MMORTS End of Nationsand our joint action MMO project with SyFy. Having spent so much time developing our technology, we’re now really excited to be working on these great games.


Trion founder Lars Buttler believes the UK and Europe can be a bigger market than the US for its MMO games


“


We want to show the world what the next evolutionary step for gaming is.


Lars Buttler, Trion Worlds


have your past experiences helped you develop Trion? (Laughs)I actually work next door to Electronic Arts – I can see my old office from my window. When we set up Trion Worlds, I already had a good idea of what did and didn’t work online. Old MMOs were static and couldn’t evolve. Casual sites like Pogo showed me the benefits of social interaction. And big blockbuster titles seemed to treat online as an afterthought. I’d also learned that it pays to develop quality and if you want to be a long-term leader online, you need to build content that is social and evolves dynamically.


That would be very difficult to do at a large company, where you always have to meet your sales


The MMORPG market may seem safe, but many companies have struggled to compete in this sector. How will you succeed where so many have failed? A lot of those games failed to address the core needs and features of the genre. A new MMO should be as complete as the generational leader, but it should also address some of the leader’s shortcomings and take the next step. That’s what Riftdoes.


As you say, there’s a lack of non- RPG MMOs out there. What challenges have you found building an MMORTS? The key challenge is educating consumers about what the product is and how it works. You’re also dealing with a different audience. We’re in the same position as Ultima and EverQuestwhen they had to convey to RPG fans what an MMO even is – that’s the challenge we face with End of Nations.


www.mcvuk.com


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60