A: Eskil doesn't describe it as one. It's not an RPG in the sense that you don't develop a character, and it's not really "massive" either, since the servers will have 200 or so accounts per server. It has elements of a first-person-shooter, and an adventure game.
Q: Is Love open source?
A: No, but some of the tools used to create it are, such as the verse protocol and the 3d modeling and asset management tools Eskil wrote. Those tools can be found at the uni-verse website.
Q: What is the billing model?
A: Pay per month. (Fill details as they are made known.)
Q: Can I pay with a credit card? PayPal?
A: Paypal currently.
Q: Why would I pay more for a simple game like Love than for a high-budget game like WoW?
A: If you don't want to, then don't. Some of us think that Love offers a different kind of virtual world interaction than your average MMORPG, and that's worth paying a little extra for. If you just can't afford it, that's okay too. There are some things more important than computer games.
Q: Will I be free to move from one server to another?
A: Since the start of the beta a server change is free
Q: Will there be servers in Europe, the United States, or elsewhere?
A: There are currently 2 servers in the UK, 2 in the U.S. and one in Scandinavia.
Q: Love isn't working correctly for me. Is there somewhere I can report a bug?
A: yes by going to the forums with this link [1], but Eskil himself prefers mails.
Q: I have an idea for an awesome feature! Where should I submit it?
A: Write Eskil!
Q: Can I run a server?
A: No, Eskil has stated that he isn't planning to release the server, either binaries or source code.
Q: What's the deal with friend accounts?
A: If you have an active subscription to the game, you will be able to set a friend password, and give it to a friend. Your friend will be able to log on whenever you are logged on. (Currently there is a bug in the login system. You can login by using the friend username as password for now.)
GAMEPLAY
Note: instructions are included in the alpha client zip file.
Q: What is the objective of the game?
A: (As far as we know) to create settlements within a persistent world, and defend it from enemy computer controlled settlements. Settlements are created and upgraded by finding tokens in the virtual world, which can then be used to set up automated defences, along with providing player character with more powerful tools.
Q: What about PVP?
A: It's not intended to implement PvP in Love.
Q: How do I know if one of these moving blurry things is a friend or foe?
A: You'll see a player name in the bar at the top of the screen if they're friendly, if they're not, shoot away.
Q: Can I alter the whole world?
A: Just the area around your settlement.
Q: What if someone vandalizes my settlement?
A: Use a teleporter gun on him, so he will be teleported and removed from the settlement.
Q: Do the servers reset periodically?
A: No, only when problems might arise.
Q: Does Eskil design each world?
A: No, the worlds are generated automatically, and will change over time.
Q: I'm lost!
A: Press [esc or the middle mouse button] to release the mouse, then click on your settlement or waypoint icon to teleport home if you have a settlement or waypoint. (You will lose extra power and items you may be carrying.)
Q: I don't understand which way the "nearest settlement" indicator is telling me I ought to go.
A: The round end points towards the settlement, and the open end with the dash points away.
Q: How do I join a settlement?
A: As of 10/02 you need only walk into the settlements area in order to join it.
Q: How do I leave a settlement or join a different one?
A: At this point in time there isn't a way to leave a settlement, unless you join another. To join another settlement walk up to its settlement monolith and click (like you would a checkpoint)
Q: How do I pick up tokens, and bring the back to my settlement?
A: You need to belong to a settlement, otherwise you won't be able to pick up tokens (except a monolith token) additionally you may not pick up a token that you already have. Next, you can pick them up by walking over them.
Q: Why can't I use that tool?
A: You need to join the settlement that owns the tool token, and the token needs power.
Q: Why do I keep dying?
A: The computer AI is pretty ornery. Aside from that, you may die from falling off a cliff and landing in water, falling itself will not damage you.
REQUIREMENTS
Q: What are the hardware requirements? Minimum video card? Memory? CPU?
A: A video card that supports a few necessary OpenGL extensions. Other that that, see the working configs thread.
Q: Does love run on WinXP, Vista, Windows 7?
A: Yes, yes, and yes.
Q: Does Love run on Linux?
A: Yes, in wine. (I get a lot of crashes though. YMMV. I don't know if there will be a native linux client.)
Q: Does Love run on MacOS?
A: At the moment, no. You'll need Bootcamp to get it to work on a Mac.
Q: How much does network lag affect gameplay?
A: Not much at all. There are periodic lag splikes, but they vary from player to player and generally do not affect gameplay very much.
Q: How fast does my internet connection have to be to play Love?
A: It was reported that even a 64kb connection should work fine, but with slight lags.
Q: My sound isn't working!
A: There is no sound for now.
TECHNICAL
Q: What is Verse?
A: It's a protocol for synchronizing 3-d data between multiple clients. See [2] for an explanation.
Q: What programming language is Love written in?
A: The open-source libraries are in C, so it's most likely that the whole thing is written in C.
Q: What are the hardware requirements for running the server?
A: Unknown, Eskil runs the servers himself.
Q: How much data would a heavily-used server send and receive over a month?
A: Eskil is not releasing the server code, so it's a mystery unless Eskil tells us.
Q: I want to learn to program and/or write my own video game. Where should I start?
A: Have a read through this blog post it's more pointers on what you can do rather than specifics on what should do.