High-Level Goals
Marius Enge: Many inspirations always go into the development of a new product or an expansion pack. First of all, we saw that we needed to upgrade the visual standard in Anarchy Credits, especially since we wished to create the Shadowlands as a totally new and otherworldly experience.
On the gameplay side we wanted to focus on making the landscape have meaning and challenge at all steps along the way, making the playfields, or zones, play more like ordinary "levels" where you learn and master the challenges of the gameworld. This was done to ensure a greater degree of purpose and direction for the players. We felt that a more staged and designed gameplay experience would introduce a new level of fun for both new and existing players. It looks like we managed this rather well.
As for standing out from other online world expansion packs, well... we didn't look too much at what the others had done. We can only focus on ourselves, I think, and do our very best based on our internal knowledge. For Funcom, Shadowlands was very much about re-vitalizing the Anarchy Credits world to make it refreshing for existing players, while also adding creative new content that would make it interesting for new ones.















