Are there other things you feel games like World of Warcraft have taught single-player games, or should?
RG: I think that the big thing about World of Warcraft is the whole open world. I had played EverQuest and Ultima Online, but the thing that struck me about World of Warcraft was the fact that the world never loaded. It seems like a small thing, like a technical thing. Doesn’t it load when you go between zones, though? RG: Well, no. It does when you go between the continents, but the continents are giant. They’re the size of Manhattan; you can walk from one end to the other, and it never loads. For me, when I was playing the game, that was the “A-ha!” moment: “This thing never loads! This is a real world!” I’d look up at the sky and see people flying by on little flight paths. That was a big thing in DeathSpank that I drew from World of Warcraft. I want this to be really an immersion for the player. Once they start playing, I don’t want them to hit loading screens, because that yanks you out of the fantasy completely. So that was one big thing in World of Warcraft: how they immerse peo