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Interview
SOVEREIGN INTERVIEW (PART 2)
With Verant's Clint Worley, lead Producer on 'Sovereign'


Platform: Specification: Out: Genre:
PC/Windows Not Known Q3 2000 On-line/RTS


An Interview with Clint Worley of Verant Interactive, lead producer on Sovereign.

Obviously, as Sovereign is still in the early stages of development, there isn't that much you can tell us in the way of specific unit details, resource models and the real nitty gritty stuff that our readers love to hear about, but we'd certainly like to give them a clearer idea of what Sovereign is all about.
What can you let us know is working really well in play testing presently?

Sovereign is a Massively Multiplayer RTS with elements of espionage and diplomacy. Currently in play testing we are focusing on the resource management and how it is dealt with pertaining to city construction and unit construction.

Given the games diplomacy feature, as well as knockout 3D graphics (The screenshots I've seen show Aircraft carriers, Tanks and Destroyers, all lovingly modeled in 3D) and the thrill of real time combat, the audience appeal should be huge. But how are we going to have time to
play - after all, I know several people who haven't seen daylight for months since they started playing EQ - or are you hoping to get a new crowd of online players by showing the non-RPGers among us a damn good online time?

We are targeting a wide variety of gamers. The game will feature many elements that will attract players from each genre. The game is usually associated with RTS games but it is played at a much slower pace on a much larger scale, MUCH LARGER!

Speaking of the real-time crowd, their main online multiplayer experience has been with Age of Empires, Command & Conquer, StarCraft etcetera. Although for those of us who've played in persistent worlds before (Such as Ultima Online, Everquest and to a lesser degree Asheron's Call) Sovereign's concept is easier to grasp. How do you think you can best explain the incredible difference between traditional multiplayer and multiplay in a persistent universe?

I believe that persistence adds a much-needed element to on-line games. Traditional multiplayer is tried and true and we all love LAN games. Now with persistence in gameplay, games can open up previously unexplored possibilities in games. Worlds that can exist when the players are logged out is still a new area that is being explored and we are excited to be one of the first titles to enter the market delivering the first persistent RTS.

Next Page

Check out...
(Interview Part 1) John Smedley
Sovereign Preview


Interview by:
Adrian Hutchins


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