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Sony Online Entertainment
MMORPG | Setting:Sci-Fi | Status:Cancelled  (est.rel 03/22/05)  | Pub:Sony Online Entertainment
PVP:Yes | Distribution:Download | Retail Price:$25.99 | Pay Type:Subscription
System Req: PC | ESRB:TOut of date info? Let us know!

Developer Journal #1: Lead Designer

Posted by Jon Wood on Aug 25, 2005  | Comments

Developer Journal #1: Lead Designer -

Lead Matrix Online Designer Erik (Archon) Krebs sat down and hammered out the first Matrix Online Developer Journal. In the journal, Krebs discusses everything from his own presonal background, to content, combat, spies, hackers and a variety of other topics. The journal itself is worth the read if you're either a fan of TMO or are interested in what exactly a Lead Designer is responsible for. Below, find an excerpt from the journal. 


Hello everyone, my name is Erik (Archon) Krebs and I am the Lead Game Designer on The Matrix Online.

A lot has been going on over the last few months with the move from Monolith to Sony offices, but our progress on the game has continued throughout the transition. Our team is focused on improvements and we’re working on some exciting changes. As Andy has mentioned, content, new player experience, combat, and Spies are some of our top priorities. There are a few other items on the list I will include as well.

This week I am going talk in broad brush-strokes about the items the team is already tackling and then end the article by talking about what we’re going to do with Hackers. Before I get down to details, I am applying a design disclaimer:

“Each of these items is in development and subject to change or cancellation at any time. For the people that might misinterpret me, these items are NOT promises of any sort, consider them ‘Design intent.’”

About Me

The big question on everyone’s mind is who the heck is this guy and what is he going to do with the game?

As I said above, my name is Erik Krebs. I’ve been a game designer for about four-and-a-half years, having worked most notably on Dark Age of Camelot and its first two retail expansions. In November last year I jumped at the opportunity to come work on MxO during its final development stages. In March 2005 I took over as the Lead Game Designer. I enjoy working on a game with such a great license and interesting concept.

Let’s get on to the business at hand: Talking about upcoming changes...

To read the rest of Krebs's journal, click here