RPGVault hat ein taufrisches Interview mit Scott Brown ins Internet gestellt. Hauptsächlich geht es um die Idee, den technischen Aspekt und die Charakterentfaltung. Durch das Skillsystem des kommenden MMOGs ist der Protagonist fast einzigartig. Es werden angeblich so viele Möglichkeiten geboten, dass man sich vorher schon absprechen muss, um wirklich die gleichen Fertigkeiten zu erschließen. Scott betont allerdings, dass dies nicht unbedingt von Vorteil ist. Schliesslich gleichen sich unterschiedliche Charaktere in einer Gruppe besser aus. Anbei sind noch fünf exklusive Screenshots zu Auto Assault.
Jonric: Before actually creating the system, what high-level goals did you set for how it should work and what it should accomplish?
Scott Brown: With our previous MMO, Jumpgate, we found that while it maintained the intensity we wanted, it lacked in the long-term character growth found in other MMOs that the RPGers at NetDevil really wanted. So, we set out to build a game that would still be action-oriented and adrenaline-filled, but would also mix this style with the fun of building character statistics found in so many other great RPG games - both single player and MMO. We wanted your character to get better each time you played.
We also designed the game to be very loot-centric, so that each item found would have a unique combination of statistics, encouraging players to hunt for items that improve and shape their character in the ways that they see fit. For example, you might have to make a decision between similar items; one allows you to hit more simultaneous targets, another gives more damage per shot, and another may give more damage per second. A further example would be - do you want the gun that improves your level in a particular skill, or the one that lowers the heat generated by each shot of the particular gun since one that over-heats will lock up and cease firing until it cools?