GameZone Interview of Travis Baldree
GameZone has an interview with Travis Baldree up on their website.
It talks of the furute for Mythos, how it started up as well as how similar it is to other MMOs. There is also continual mention of the free aspect of it.
Anyone who has played D2 will recognize the combat mechanics, but there is a fair amount of customization that is possible. Was the variety within the class professions the driving force behind the (on the surface) lack of races and classes, or did it evolve as the title was developed? (Or am I completely off base in this whole idea?)
Travis: The aim has been to have very diverse classes, and then to continually add NEW classes. So we’re hoping to have the best of both worlds there. We had initially planned to have more generic ‘spells’ that could be mixed and matched between the classes, but that just felt too soupy to us, and so we headed back to more specific class skills. The result is that it’s taking us longer to add more classes than we had perhaps initially planned – but it is still our objective to do so.
Is there an overall story arc, or is the game merely an ongoing system of quests?
Travis: At present there’s no real overarching story, and it’s still sets of smaller quest narratives – but that’s not to say we won’t add some larger narrative threads as the game expands.
What do you most like about the game?
Travis: I love our weird races – the cigar-chomping gremlin is my favorite, and the fact that next week we can have something entirely new and different in the game. And I love working with my team!
Pop over to their Gallery as well for an awesome set of pictures including concept artwork.
Enjoy ![]()





