From the design point of view, whats BladeMasters about, and what are its major elements?
Harrison Fong and Leonard Robel: The design for BladeMasters is really a hybrid of several genres, primarily 3D real-time action with RPG-like character advancement, customising, inventory, and spectacular spells and magic items. On top of these basic elements we have been focusing on keeping the game really fast, easy and fun, and making magic and items that really allow for creative tactics and strategy on the part of the player. Another priority of ours is what you might call the packaging; that is to say the story, the art and the animation. We really try to keep a feel of consistency and quality to everything, without reminding the player that he is playing a game. For instance, the story is built around characters whose personalities and place in the world are dispatched quickly and cleanly, so that the player gets just enough to have a direction and to believe in the mystery unfolding around him. We want to keep the player hungry for the next short and sweet cut-scene or plot po