We walked a constant tightrope between the needs of the characters for more facets, textures and layering, and the threat of those needs to kill the frame rate. We had to maintain enough detail and fluidity in the animations so that the characters never feel stiff or unnatural. We believe that what we ve done is both evolutionary and revolutionary. We have, in many cases, simply adapted known techniques and technologies to create small advances. But the sum of what we ve done is far larger.
Most people don t play computer games.
More do now than did 10 years ago, but a great many people still find the technology intimidating, the styles of play arcane and the social interactions too artificial to be compelling. We ve invented a place that every day draws average people from all walks of life and that encourages them to play the kinds of games that under any other circumstances they d avoid.