Fallen Earth
What's it like to have a post-apocalyptic landscape as your writing canvas? According to Marie Croall, it's pure heaven. Fallen Earth's lead designer opened up to Rock, Paper, Shotgun about the joys of writing and designing the myriad of quests for the game, as well as the free-to-play transition, plans for PvP, and the dynamic world events.

Croall is part of a slimmed-down team of 12 developers who currently develop Fallen Earth's content. Saying that the team is always trying to "push the envelope" when it comes to the stories told, she notes that each area contains the imbued spirit of each writer: "I worked on a lot of the conflict towns early on and we knew that this was a place for people to kill each other, so a lot of the missions ended up being really thinly veiled insults."

One of the aspects of Fallen Earth that Croall loves is how crazy the team can get. In one instance, the team decided to redo the starter town of Boneclaw by dropping a missile right into it. "We killed off all the players that were there, all the NPCs, and left it as a radiation zone for a good two months, while we made the new town. We flat out nuked it because it wasn't doing what we wanted it to do. Boom!"

While Fallen Earth skirts the line between sandbox and theme park, Croall says the team is devoting a great deal of resources to beefing up the former. "The more features we add, the more ways for players to drive themselves, it makes the world better, it makes it feel like what we saw it as," she said.

This article was originally published on Massively.