Bringing TERA to the Western market was more than a business decision; it gave us a chance to change how people play MMOs. More specifically, TERA gave us the opportunity to reshape combat so battles could move beyond “Tab target, press 1, press 2, press 3, repeat until out of combat.”
To explain the decisions that went into TERA’s action combat system—and all the calculations behind them—we went to the source: Seungmo Koo, the server architect for TERA.
Vice President of Publishing Chris Lee recently wrote an exclusive “dev diary” for VentureBeat. The full article is now available right here, so read on—or view the latest TERA dev diary on VentureBeat.
This article originally featured on VentureBeat.com:
By Chris Lee, Publishing VP at En Masse Entertainment
My memory of the last two-and-a-half years is a blur of starting a new company, westernizing an MMO, and promoting a game. Some specific moments stand out in my mind, like our first day as a company when we met in our real estate agent’s back room, or the epic yoga-ball jousting match we had in the hallway of our first office, or last Halloween when the new office was full of Starfleet Academy graduates, Mad Men ad agents, and Tetris cube costumes.
Over the last couple of years, we've been working to release TERA. We're close to getting the job done right, as TERA closed beta test players can attest. But since February, we've been subjected to entirely too much innuendo related to a lawsuit filed against our startup by NCsoft in the United States—a suit that seems designed to disrupt the launch of TERA in North America. The latest round of that innuendo even goes so far as to try to drag in a separate case that was brought in Korea not against Bluehole, but against certain former employees of NCSoft.