The key points that we're gonna do that no one's done before in an MMOG are bring story, character, and emotion to it. Decisions matter, [non-player characters] aren't just Pez dispensers, and you're not in a grind," Rich Vogel, co-studio director and "MMO veteran", told the magazine.> Source : BioWare MMO rears head
"You're really compelled to get on and play what's happening today, kind of like watching a series like Lost on TV - putting page-turning in an MMO. It's going to be extremely challenging thing to do, believe me."
The staff at BioWare Austin are also huge fans of World of Warcraft, particularly how polished the game is - something they hope to emulate. But having played in Blizzard's world for so long there are naturally areas they feel they can improve upon, specifically the fabled endgame.
"We have big plans for endgame content that we can't talk about because it's a major part of our design," James Ohlen, lead designer who's work includes Knights of the Old Republic and Neverwinter Nights, told Games For Windows magazine. "We think it's a very important aspect of the game, and we don't want players to be stuck grinding through the same content over and over again.
Jul 20, 2007
From an Eurogamer.net article :