Inspecting (was Re: [MUD-Dev] Total Annilation of Downtime)
Amanda Walker
amanda at alfar.com
Sun Dec 15 21:07:03 CET 2002
On 12/14/02 6:21 PM, Brad McQuaid <bmcquaid at cox.net> wrote:
> That's very true. The challenge of EQ was to take inspiration
> from a very compelling yet very niche style of game (text combat
> MUDs), attach graphics to it, develop our own world, make some
> adjustments to gameplay here and there, PR and Market it as
> professionally as possible, and see if it would be commercially
> viable and mainstream (mainstream as far as computer games go,
> mind you).
And indeed, it turned out rather well. I don't mean to be
criticizing those decisions--revenue is the best reward, and
EverQuest definitely set the benchmark for MMORPGs. I was
responding with a personal supporting anecdote when the observation
that some people reacted poorly to the UI's message came up in
conversation.
> The result, despite it being far more successful than we'd ever
> dreamed (still over 400,000 active, I think), was still a game
> with some hard edges, especially for people who'd never played a
> game like it before.
In my case, more of an annoyance than a "hard edge". Once I
realized that the message meant that someone had simply
right-clicked on my avatar, I became less annoyed--this just wasn't
initially obvious.
Amanda Walker
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