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Wurm Online has been a labor of love since its inception in 2003. We managed to catch up to Code Club CEO Rolf Jansson to talk about Wurm Online and all that's happened in the intervening years. See what he's got to say and then leave us your thoughts in the comments.
MMORPG: It's been a long time since the inception of Wurm way back in 2003. How have your current goals for the game changed since that initial push for the sandbox?
Rolf Jansson: Initially I'd say "not a lot" but let me think a bit. We've surely added features and systems I didn't conceive at the time like meditation and the Epic missions, although some sort of Epic endgame was always in the plans. In general, I think we're pretty much where we aimed at after all these years. We've achieved a lot of what was our "dream list" of features, a lot of which I see in other sandbox mmo discussions here. Things like skillbased systems, "player run" economy, no instancing, free housing, alternatives to run-of-the-mill quest systems etc.
Read more of Bill Murphy's Wurm Online: The 'Gone Gold' Interview.
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