Apogea Q&A With Lead Developer

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Apogea is one of my favourite MMO's! It brings back so many feelings that only the original Runescape, Tibia and World of Warcraft Classic could create. I was fortunate enough to interview the Lead Developer for this project and got some really good insight for the entire project!

Hope you enjoy the video!

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Edited by GhostPixel

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Chapters:
00:00 Introduction
00:15 Why Apogea is so amazing!
00:54 Mind of a developer
02:00 Responding to feedback
02:50 Design philosophy
03:48 What inspired Apogea?
06:06 Current state of the gaming industry
11:17 Why old school games feel different
11:48 The gaming flow curve
12:37 Skinner box method
14:15 How to replicate old MMO's
18:03 How the working class wants to game
18:57 Removing finances as a game dev
23:07 Current flaws in gaming
25:17 Map/Progression design
30:06 Current outfit system
36:35 "We were going to trash the game"
42:25 Steam reviews
44:18 Tibia's influence on devs
46:27 The biggest takes aways from the play test.
1:14:00 Map size
01:16:31 Why Unity engine?
01:19:53 Previous games developed
01:25:28 Something Apogea brought back from classics
01:35:27 Ironman mode?
01:36:57 Next Playtest?
01:37:40 Secret Events?
01:39:34 Entire map progression with Low and High levels
01:41:18 Will there be a roadmap
01:42:27 Player run stores?
01:45:43 PvP and PvE servers?
01:47:05 PvP Limitations?
01:48:48 More classes?
01:50:25 Trait Tree Growth?
01:51:48 New animations for weapons?
01:53:01 Increased Movement speed each level?
01:54:50 Professions impact on end game?
02:04:00 Can a solo complete all the content?
02:09:22 RMT and Botting
02:11:25 Balancing Economy over time
02:14:18 How long will it take to get max level?
02:19:08 Apogea Lore
02:20:16 Clan or Guild content?
02:21:54 How much is left to develop?
02:23:36 Release date
02:28:37 Closing