AC2 was RE: [MUD-Dev] Total Annilation of Downtime
Damion Schubert
damion at ninjaneering.com
Fri Dec 13 13:14:18 CET 2002
From: Brian Hook
> The terrain is gorgeous. Absolutely beautiful. Fantastic art
> everywhere, it runs well on a low end system. The interiors are
> decent as well.
> But there's not enough of it. Contrast this with EQ, which has
> significantly cruder technology. But the variety of places you
> could visit in EQ, even just at launch, was much greater. AC2 is
> a vast world, but every location has a distinct sameness to it.
> You have rolling hills and some mountains and water. Sometimes
> it's greenish land, sometimes it's brownish, sometimes it tannish,
> but it still ends up feeling the same.
This was actually my takeaway from the EverQuest/Asheron's Call
competition as well. One of our toughest struggles when trying to
make UO2 was trying to make interesting places to go using a
heightfield engine. EverQuest, despite having a comparatively crude
engine and using relatively few polys to describe their levels,
ended up making more distinctive places to visit.
I felt compelled to visit all of the areas in EQ, just to see what
they were. In AC, I quickly felt like 'see one place, seen 'em
all'. Given the fact I was in the middle of experiencing the same
problem making UO2, it instilled quite a bit of panic at the time.
--d
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