According to Bilson, there’s “a lot of invention” in the game, stating, “In particular, the shooting mechanics are real-time, not turn-based. The content is absolutely incredible, and any time anyone ever had any doubts about it, all I had to do was bring them into the room and show them progress on the game. So there’s a tremendous amount of content that was built.”
Bilson then promised that the five years of development wouldn’t go to waste, after all the “careful thinking and testing and prototyping” that went into the game. “If you saw it, you would easily understand the vision for the future of the game, and when you see it, I think you’ll get it completely. It’s really awesome,” he promised.
THQ was married to the idea of a subscription-based MMO for Dark Millenium Online, and couldn’t find any partners to help finance and co-publish the game with.
”That’s what we were building: a big, ideally subscription-based, MMO,” Bilson stated, ”I can tell you that, unequivocally, certain people who have shipped MMOs, who saw this… a quote was, ‘that’s better than anything we’ve ever built.’ That’s a quote from a room I was in, and that’s what kept the conversations going. There was a lot of, ‘how do we make this work economically, because it’s awesome?’”
In the end, Bilson decided it was better to scale the game back rather than have an investor who might ”possibly dilute some of the controls around it.”
Bilson then promised, ”If you liked Space Marine, you’re gonna love this thing. It’s much deeper.”