In this reviewers opinion, Everquest is the game to "beat": It's longevity, fresh content, and thoroughly immersive environment all make up a first class game, one that has kept its players enraptured for literally years. What can you promise that DaoC will do to attract and keep a loyal player base?

We hope that the ever-evolving Realm vs. Realm strategic combat will provide a lot of fun and keep people playing the game for a long time. We will also follow other games' examples (including EverQuest and Asheron's Call) and add new content (weapons, monsters, quests, etc.) over the lifetime of the game.

Although I dislike comparing DaoC with those that have come before, one has noticed an alarming trend for roleplaying games to favour the caster class in terms of power and long term stability. DaoC has touted that Melee class, Warriors, Fighters and the face to face combat types, will not be likewise disadvantaged, how do you think Camelot has coped with this shift away from "Caster Power"?

We have lots of different options for all our classes, and have designed each to have a critical role in Realm vs. Realm Combat. A team of casters will have no luck against a mixed group of different classes - just like a group of pure melee fighters will have a chance against the same mixed group.

One thing I'm sure most of our readers will be asking is "Can I solo?" In my understanding, grouping and fighting as a team will still be the safest and "best" way of advancing, but in addition, you are allowing for players to solo, albeit, not as efficiently as they would do in a group. Can you explain a little more about this important element?

Yes, you can solo. You will never be able to earn experience as fast soloing as you can by adventuring with a group, but you can do it. You will have more "down time" soloing, and will probably die quite a bit more often.