Henrique Olifiers Interview (DICE Europe 2016)

Henrique Olifiers DICE Europe 2016

Here’s a chat I had with Henrique Olifiers, the cofounder of Bossa Studios. The company’s Worlds Adrift is one of the most ambitious online worlds ever conceived, combining the broad aspects of MMORPGs and sandbox videogames. Given DICE Europe 2016’s theme of “World Builders,” Henrique Olifiers was a perfect choice for the summit. His DICE Europe 2016 talk is titled, “A New Dawn for Simulated Worlds: the Making of Worlds Adrift.” During out conversation, he spoke about the evolution of online worlds from the earliest MUDs to what we have today. Here’s an excerpt.

As a game designer, I’ve always looked at what could be the perfect online experience. That was never something that was possible because of technology restrictions and game design paradigms that we have to deal with. If you look back at the history of online interactions, ever since the first MUDs — multiuser dungeons — came along, up to today where you have massively multiplayer online role-playing games like World of Warcraft, EVE Online, World of Tanks, and so on, there was always this progression curve going upwards in terms of what you can achieve and how you could interact with your friends. All of a sudden, we seemed to have hit a wall in that the same tropes and same design mechanics have been repeated, essentially with a new coat of paint.

Some terms came up, such as “amusement park,” from the players. They feel like the worlds that they’re playing in are on rails and that the experience is very scripted. Which is a shame, because as a big fan of MMOs and online interactions on a large scale, I always expected this to go all the way — into virtual worlds where people are free to do what they want. And so, this is what I mean by a means to an end. For me, it’s about being able to show people that we don’t have to be restricted anymore. There’s technology today that’s available to us and that will allow us to continue that trajectory. This is how I see Worlds Adrift — being part of a puzzle, if you will, and part of the evolution of online interactions.

When you have a chance, please check out my full conversation with Bossa Studios’ Henrique Olifiers by clicking the link below.

Full Interview