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| 08-6-2010 - wow gold baby | My mood while writing this blog:Ok |
About twice a year we'll all get together wow gold in an office and put story line ideas up on a white board. This is the big picture stuff, who's the bad guy, what are they trying to do, etc. After we've hashed that out we get a basic story progression. Once that's set we'll meet back up every month to talk about how we're going to progress the story and what it is that each of us wants to do. One of the greatest parts about working on Asheron's Call is you really get to choose what you want to do.
The biggest challenge working on Asheron's Call is trying to figure out how to do the things you want with our archaic tools and systems. Sev has done an amazing job giving us new abilities but having worked on Dungeons & Dragons: Online also I can say we can't do complex sequences nearly as easily as other newer games can. Simple things like checking for pack space on players before giving them a reward and then taking the item from the player's pack can nearly double the scripting on a simple NPC let alone trying to create a complex drama sequence or have an effect applied to a target through interactions.
13. Do you find that player expectations entering AC are different now than they used to be?
The structure of Asheron's Call was not created with the intention of supporting a fully free to play game. That doesn't mean Asheron's Call can't or won't be free to play it really means that we'll have to decide that it's right decision for the game or not and if so how that would happen without damaging the game.
19. What awesome franchise that isn't yet an MMO would you love to work on?
Personally I've always loved MMOs that are made by people with great ideas. Asheron's Call for example, there was no Asheron's Call book or game or movie before it came out just a bunch of folks who had some great ideas and really wanted to make them happen. I'd love to work with those people and make something real happen.
20. What is going to define the next generation MMO?
It's very tough to say what developers are going to do to define the next generation of games. We learn from our mistakes and refine our designs. Many games have refined their designs in the same direction recently and there are a lot of MMOs on the markets with very similar features and game play. Personally I think the next generation of MMO games will be defined by creating games that exist outside the current paradigm. Games focused on delivering story, quests, game play, social interactions, politics, etc. in new and interesting ways. The only way to figure out if something will work or not is to give it a shot.
21. Is the future of MMOs a "WOW Killer" or is it something we can't even imagine?
The concept of a WoW Killer isn't very plausible. WoW has a massive community and this creates a level of social stickiness that's impossible to overcome with any single product. You're not going to get every player in a game to leave that game at the same time, they have experience and investment in all facets of their current game. Many players will eventually want to try something new but not all of them at the same time. This in no way means that World wow po of Warcraft will forever have the largest North American MMO population, it just means that no single product is going to "kill WoW." MMO designers will continue to introduce new games and ideas, new graphics and systems and players will continue to look for whatever game fits them best.
22. Please add any other comments.
Do I have to? It's time to get back to work.
18. Now that DDOU has successfully gone "free to play", has any consideration been given to having AC do the same?
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