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Friday, April 28, 2006

The why.

A question that will always be asked is, WHY did we decide to create Persistent Realms LLC.

In short, we have all worked for Iron Realms Entertainment, as volunteers and Joseph was also a paid coder. We all agreed that IRE was skipping whole area's that could be developed into a good game, such as the concept of classless and customizable worlds.

Why not just propose a game to IRE if you worked for them?

Well, IRE only takes game idea's at certain times, and even if we were selected we would still be limited. We would have to use their base code, some of which that can't be modified, and still work within the limits set by IRE. We felt that by going off on our own, we could enjoy true flexibility to create what we wanted to see, and what YOU the players want to see.

Why licence Rapture? Isn't it expensive?

It sure is! If you look at any other base code we could use, they all require that they be run as hobby muds. We wanted to produce a commercial company that could compete, and beat, IRE. With a commercial backing, it allows us to work on Ilyrias full time. It also opens up the ability to advertise, as well as hire other people to help produce things like professional websites and later a java based client.

Another advantage to Rapture is the fact that it handles a lot of the back ground networking. That allows us to concentrate on the important things, like the world of Ilyrias.

What did you get with Rapture?

WHO, SAY, QUIT and that's about it. Everything has been coded from scratch, and most of what we got from them was rewritten as well.

How serious are you? Is this just some fly-by-night game?

NO WAY! We are extremely serious, and have already put a lot of time and money into the project. I have notebooks full of idea's and code snippets that I write while at my day job, and I then code as soon as I get home. I spend about 8-10 hours a day working on Ilyrias. Not all of it is coding, some is spent on the forums as well as answering emails. Some is spent with our web developer discussing ways to promote the site more, once we have the official site finished. More is spent researching idea's and concepts that we will later discuss. The majority of it is spent coding though. The same goes for Ryan, he spends a lot of his time working on writing and discussing different idea's for how to implement certain systems.

How can I help?

That depends on you.

Some people have made sites with information about us, such as Kahless's Ilyrias Wiki. Which he does need some help moving information that is spread all over the forums on to it.

Spending time on the forums, and giving us your comments and idea's is a HUGE help. Many of the idea's are great, and we plan to use them! Just seeing the activity helps the development team want to work harder and faster.

If you can write, and would like to be a builder you can apply by sending your application to: applications@persistentrealms.com

If you happen to have experience in coding, you can send an application to the CTO at: joe@persistentrealms.com

Can I help play test?

We are not yet at that stage, but will be before the year is out.

The Alpha testers will consist of the development team, and some that are recommended by them. We may also pick a few of the forum members that have contributed a lot to the project.

Closed Beta will be the Alpha team, plus more from the forums. When we get to that point, we will have a web based application system that is available to forums members. Again, the more you contribute the better your chances of being a Beta tester are.

After all of that testing, there will be an Open Beta where ANYONE can help with play testing. The transition from Open Beta to fully open will be seamless and nothing will be reset, the only difference will be us declaring that we are officially open and feel all major bugs and imbalances are worked out.

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Persistent Realms LLC Development Team for Ilyrias, the Aegadian Isles.
Contact us via comments or visit our forums.

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