Procedurally-generated world. Procedurally-generated characters. Deformable terrain. Day/night cycles and environmental effects. Massively multiplayer and online. ONE developer.
Do I even need to mention that he’s a Swede? …I imagine that Eskil Steenberg, like hearty Obelix from the Asterix comic books, might have fallen into a cauldron of Swedish magic water when he was a kid.
But perhaps I’m being too presumptuous, seeing as the game is still in development. In any case, Love certainly looks beautiful, with computer-created graphics that look painted with a brush. And its cooperative gameplay, though vaguely outlined at this point, sounds very different from your average MMOG.
Eskil’s development blog is full of interesting musings, too, so check it out. I like his latest post, in which he defines his own independence:
…Like everyone else, I have game design documents, scripts, pilots, deigns [sic], books, and ideas lying around, but at some point you have to be asking yourself, Do I want to spend my time trying to convince the world that I have potential, or do I want to spend my time actually doing something.
(Thanks, Data!)
TIGdb: Entry for Love