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The devils of NetDevil offer insight into Jumpgate Evolution

Michael Zenke

Interviews conducted at this month's ION 2008 conference continue to emerge, painting a broader picture about the industry as a whole. Yesterday posted a discussion with the minds behind NetDevil's Jumpgate Evolution. Scott Brown and Hermann Peterscheck offered a taste of the game up to the site's Carolyn Koh, who includes in her writeup that the game almost looks like 'moving concept art'. Their discussion is of a more technical nature, focusing on the game's progress so far. Brown states that the devils have been treating the title 'like a live game', with testers and developers in-world almost from the start. They've already had a very notable public exhibition of the game's new user experience, at the March Connect 08 event.

Brown goes on to say that they're currently focusing on the title's infrastructure: auction houses, mining, and mail. Other topics include the role of PvP, the importance of player-created goods in the game's economy, and the many options you'll have on how to control your ship. If you're wondering about power structure, Mr. Peterscheck offers the word that the game will use a very traditional system: "Levels are a symbol of your progress ... Everything you do gives you whether it is crafting or running missions and that builds your level. It will not make you a better pilot or give you more life. You have to build your ship, get better weaponry and shields, get your licenses."

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