It’s hard to believe the way I discovered Global Agenda.  As I was stomping through PAX 2009 (that’d be PAX “Prime”) I heard a man shooting something about “No elves.”  Mildly interested, I turned to see a booth lined with computers.  Computers with people huddled over playing a game I had never seen.  Turns out, I knew exactly what the game was.  This was the game responsible for shooting an elven mage in the head while he was casting.

I sat down, played a few rounds, and found myself very interested…

To celebrate the six-month accomplishment of Global Agenda I decided to harass Hi-Rez with some questions.  Executive Producer Todd Harris was kind enough to indulge me. The answers are only a click away.

LoreHound.com: First and foremost, congratulations on making it to a healthy six months.  Not many games manage to get this far with the community and hype still behind them.

Todd Harris: Thanks!  Our dev team is thrilled to see Global Agenda thriving and growing, and we definitely see the community as a big reason for this.

Hi-Rez Studios had some pretty clear cut ideas for the Global Agenda when it launched.  The title was positioned to be its own beast, not an iteration from staple MMOG features.  Yet, the community begged for some of these, of which the open world was one of them.  Was its introduction a difficult design decision to recapitulate on?  Were many meetings and discussions held surrounding its decision?  Any fistfights?

Read more at LoreHound.com

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