When Richard Garriott speaks, it's one part video game history lesson and one part preview of Tabula Rasa. So, when he talks about the core assumptions of most MMOs on the market - many of which he helped create - and then explains how Tabula Rasa changes, builds upon or shatters those assumptions, his word carries a bit more weight than any regular developer. When it comes to Tabula Rasa, it is clear that the core design was developed as a way to challenge those assumptions that seemingly every MMO makes.
Tabula Rasa, there is no question, is different from any MMORPG that's been released to date. Innovation is a noble pursuit, but innovation for its own sake is a waste. With Tabula Rasa, Garriott and his team in Austin have struck that balance and have created a game that will undoubtedly expand the way players think about MMORPGs.
The interview can be found Here
http://tr.warcry.com/news/view/72517