FPSGuru: The post-apocalyptic MMO setting has been done multiple times before. How do you aim to separate Grimlands from the pack?
One major thing that Grimlands does is, that it does not only use the post-apocalyptic setting to have (nice) scenery, but also to create and justify game mechanics. For example the system that every item except the very basic ones has to be crafted is a prime example for that. We really thought about what would be the conditions in that scenario and what limitation would that cause for the player.