On April 12, 2012, Hi-Rez Studios delivered on its promise to rejuvenate the Tribes franchise when it launched the fast-paced, skill-based Tribes: Ascend. Just shy of a month since release, we caught up with Todd Harris, COO of Hi-Rez Studios, to discuss the launch process, the future of the game and to facilitate a little industry jabbing.
LoreHound: First of all, congratulations on the launch of Tribes: Ascend. Did the team do anything special to celebrate the milestone? Besides praying to the server gods for a smooth launch, that is.
Todd Harris: Team T-shirts, cake and booze!
LH: Overall, the transition from beta to live has seemed relatively smooth. Yet many developers tend to have issues between last-minute patches and server stability. How did Hi-Rez prepare for the changeover?
TH: The long beta was helpful in flushing out most of the major bugs and polishing gameplay before launch. In terms of servers, the programming team built a great technology platform that allows us to add servers very easily. So, even with the huge influx of players we’ve generally able to add servers fast enough to keep up.
LH: Fans want to know: What happened to the Lance?
TH: We’ll see. We’ve been doing updates every 2-3 weeks so we need to save some cool weapon ideas for consideration in future updates.
LH: A large draw to earlier franchise installments was user-created maps. Is there anything in the works on that front?
TH: Nothing in the works right now. As you know we just rolled out Custom Servers with a bunch of user-managed gameplay settings and admin features. So we are currently monitoring how players are using Custom Servers and want to make sure they work well for different communities. Continue Reading










