Posts tagged scott hartsman
At around noon today, I headed out to lunch with Scott. We went to a little place called Hobee’s that serves breakfast all day. We both decided that breakfast for lunch sounded like a good idea. And it was close. Scott’s time is pretty limited these days. I was really happy that he was able to take a few minutes to chat with us.
As I mentioned before, I have known Scott for a long time. But I started our chat today by asking him about his start in the in game industry, as I had never before asked him about how that happened.
I was surprised to learn that Scott started in the game industry when he was just 15 years old! He was playing a MUD called Scepter of Goth and was given the opportunity to write content for them. He was hooked at that point. He said he loved doing that so much that he decided to go to college and become an engineer so he would be able to program games.
He continued to work on a number of titles. You can check out the list of games to which Scott has contributed on his blog.
Ok, now to some of your questions. Remember, we didn’t have time to answer them all but we got to as many as we could in the time we had.
Jonathan Cooper: Hi Scott! I saw the game last year at E3 when it was called Heroes of Telara, and it seems like a lot has changed. Can you give a basic rundown of the newly named Rift: Planes of Telara for those who might not have heard much about it?
Scott Hartsman: Sure, sure! The general concept of the game is this: we have this world, this unsuspecting little fantasy world, where there’s already an incredible civil war going on. Suddenly, the planet is under attack from six different directions due to the fact that it’s at the center of its own little universe, where different dimensions and realities intersect. All of these other forces that are either trying to use the planet for their own devices, use it as a passageway to attack other dimensions, or use it in other ways. Essentially, the world has turned into a really scary place, and it’s up to the players of the game to come on it, join the civil war that’s already going on, and try to make their way in this world whether that’s for good or evil.
Over on the official Rift forums, Trion Worlds’ Assistant Community Manager, Jessica (jives) Ives, collected various questions scattered around the forum and handed them over to Scott Hartsman, Creative Chief Officer, to answer. Scott didn’t disappoint with his answers, as he gave information about upcoming class releases, server rule sets, factions and lore.
In the thread, Jessica stated these community QnA’s would possibly become a regular event on a weekly bases! To make life easier for everyone, I’ve created a new thread for the community to post our questions in one centralized location.
Trion Worlds Chief Creative Officer Scott Hartsman explains in full detail about their massive multiplayer online RPG, Rift: Planes of Telara.
1. Please introduce yourself and describe your position on the Rift: Planes of Telara development team.
Happy to. I’m Scott Hartsman, the CCO for Trion Worlds. I’m in charge of the internal studio that’s developing Rift: Planes of Telara, and my role on the game is that of Exec Producer.
I work with both our creative and production sides of the Rift team, whose responsibilities are (respectively) the what and the how of everything that goes into Rift, with the overall goal being that we can get everything done on time and at the highest quality possible.
2. Please tell us why the name was changed from Heroes of Telara to Rift: Planes of Telara.
Our universe is one that was created from scratch for this game. Whenever you embark on that huge of an undertaking, the process generally involves a significant amount of iteration. What’s working? What isn’t? What’s compelling? What parts are people going to enjoy the most? What makes for the most cohesive story?
These are questions we ask ourselves practically every day. Some time later, well after the universe has hundreds of stories written down about it, you begin creating content and gameplay systems in the game itself.
It’s that point — where you have playable, enjoyable game content and gameplay systems, set in this universe you created – that’s really where the rubber meets the road for your entire backstory. You see how the story blends with both the content and the systems in a very concrete way.