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That relaxed persona comes as a surprise.
It was shaved off the following day.
We’ve gone Earth-scale.
It’s trying to get to that goal of millions of players on a massive world."
pic.twitter.com/dipZpUSeNYSeptember 3, 2021
Just right
The terrain tech is the first part of reaching that goal.
That might sound impressive, but it comes with its problems.
Now, it’s their own version of the ‘oatmeal problem’.
Nevertheless, Greene seems confident.
“We made a lot of progress on the terrain tech,” he explains.
While the broad concept came together quite fast, it wasn’t a smooth journey.
Very demure, very mindful
That was a year ago.
But those are two relatively easy steps on the longer march to Project Artemis, Greene’s full-scale open-world.
“10 years?”
In this industry, that might as well be a lifetime.
It’s the kind of timespan in which entire console generations can rise and fall.
Greene isn’t worried.
“I’m not thinking like that,” he explains.
“For me, it was important to get the product in the right place.”
“It takes time to make games.
I used to say stubborn, but it’s more single-minded.
I’m in quite a privileged position compared to a lot of the game devs out there.”
It might still be a decade or more out, but Artemis clearly dominates his thoughts.
It’s an idea that’s hard to pin down.
“I want everyone to be able to create massive worlds,” Greene says.
“Yes, but so was the internet,” Greene hits back.
“The start was a wasteland.
There was nothing there.
It was quite barren.
Now we have this wonderfully diverse, super multi-layered experience.”
As Greene reminisces about GeoCities, he name-drops the idea of the Metaverse.
The corporate johnnies have killed it.
They’ve taken that word and smeared it with shit."
I am a bit zealous about this project, because I really believe it’s a needed space.
I see the world becoming more and more isolated.
I see us living in smaller boxes.
I’m blessed to work in an industry where I love what I do every day.
I’m excited every day that we’re getting closer and closer.