Brad McQuaid talks about Everquest with Allakhazam

Brad McQuaid, known by many by his pseudonym Aradune, is one of the original producers and designers of Everquest. He went from founder and Vice President of Verant Interactive to Vice President of Premium Games and Chief Creative Officer of SOE, until he resigned recently to pursue other goals. He was nice enough to take the time to answer some questions with me about the background and design of Everquest, his reasons for leaving SOE and his plans for the future. Read on for the entire interview. Thank you for taking the time to do this interview with me. You’re very welcome. You spent 5 plus years designing and developing the game EverQuest. Now that you are “just a player”, do you still play the game and enjoy it? Absolutely – in fact, more so. I’ve a little more free time now than I had before, so I’ve been playing a lot of EQ on the Firiona Vie Role Playing Preferred server. I was very involved in coming up with the ruleset on that server, so my playing preferences fit in pretty well there. As a player, what aspects of the game do you enjoy the most and what do you enjoy the least? Honestly, playing the game as it is now, with my character and his group of friends in their mid-20s, I can’t really think of anything to complain about. I do think VI should remove the ‘must be anonymous’ aspect of the RP flag – it’s often too hard to find people of the class and level you need for a group on FV. Also, I’m sure as I climb towards the higher levels, where the gameplay changes significantly, I’ll probably find a few more irritants. As for what I enjoy… well, pretty much all of it. I’m primarily an achiever, and secondarily both an explorer and socializer. EQ works very well for that type of player, with its focus on character development and item acquisition. Add to that great communication tools, a very immersive and HUGE world and you’ve got most all of the components I need in an MMORPG to have a great time. As a designer, what are you most proud of when you look back at what you accomplished in developing EverQuest? Why? Well, first I’m very proud of the team and the fact that we finished what we set out to do. EverQuest was in a sense an experiment and a gamble. We looked at what made text MUDs so compelling to a niche group of primarily college kids and said to ourselves, ‘if we take all of that and couple it with a more accessible 3D world and proper marketing and support, would such a game be commercially viable?’ And, thankfully, the answer turned out to be yes – in fact, a much bigger ‘yes’ than we’d ever dreamed. I think overall we did a great job adapting tried-and-true MUD mechanics to a commercial 3D game. I think we then added some great new features and refinements to the genre. I’m proud that we stayed focused on game balance and on challenge, not giving into the forces that constantly ask for a ‘Monty Haul’ game (but in reality, don’t want one). And then I think the content designers have done an amazing job building a vast, high fantasy world, full of interesting people, places, and things. There’s really a lot to be collectively proud of and it’s an honor to have worked with everyone who is or was ever involved in developing EverQuest. Looking back on the game with 20/20 hindsight, what (if anything) would you have designed differently? Why? Oh, there’s still a lot that didn’t work out right, despite the game overall turning out fantastic. Let me list a few things that I’d go back and approach or implement differently had I a time machine handy. Camping: Probably EQ’s biggest flaw, in my opinion. We should have approached dungeon spawning and encounter mechanics very differently. The most efficient (and fun) way to gain experience and seek out treasure should be DOING a dungeon, not sitting in one spot, waiting for a spawn, or pulling things to you. Skill Advancement: This should have to do with choices more so than it does… reaching your skill caps on most of your important skills soon after you level, each and every time, isn’t really what we were looking for. Making decisions and deciding to focus on different skills was more in line with what we’d wanted. Damage, AC, and HP: I don’t think these three turned out to be equally important, especially at higher levels. They should have been much more so. Same with stats and resistances: they should be more important. Bottom Feeding: This is still an area that bothers me, although attempts to address it were not very popular. I think, however, that had it been addressed at launch players would be used to it and the game a better one. Meditation and other Downtimes: There’s too much downtime, but I’d not advocate eliminating it as some others probably would; rather, I’d reduce it a bit and come up with more things to do during that ‘rest time’ in-between battles. Players need a break from the action… time to discuss what went wrong or right, time to use the restroom or grab a soda. The socialization that occurs during ‘downtime’ is extremely important and I don’t think non-stop Diablo-style combat is good for MMORPGs. That said, when you find out people are finishing Robert Jordan novels while playing EQ, you know things are a bit extreme. Empty Cities/Zones: The world builders spent a lot of time creating interesting, detailed cities, yet many are ignored – there’s simply not enough gameplay oriented reasons to use them. Also, many of the older dungeons need to be revamped and made more popular again. I hate to see so many interesting and beautiful zones underpopulated and therefore under-enjoyed. Twinking: This is a tough one, and in my mind there’s still no ‘easy’ solution to the twinking problem. One wants a player driven economy and one wants to encourage replayability… but then one also doesn’t want to see a bunch of level 5 characters running around in level 60 gear. Some people advocate significant item decay or hard level limits, but these either don’t address the problem completely, or introduce other, worse problems. In any case, in 20/20 hindsight I’d have devoted a lot more time and energy into solving, or at least addressing, this problem. Whew, I could probably (much to the surprise of those who think we believe we’re perfect) go on and on, but I’ll stop now. Looking back at your initial plans when EverQuest was still being drawn up and looking at the still evolving product we all see now, how does this product differ from what you initially dreamed up, and has it lagged, met or exceeded your expectations? In terms of gameplay, it’s pretty much met my expectations. As for the world and how detailed and vast it is, it’s exceeded my expectations. And certainly, in terms of popularity and commercial success, it’s far exceeded my expectations. John Smedley once noted that EverQuest turned out to be more similar to its original design document that any other game he’d seen developed. I’m pretty proud of this – we set out to create EverQuest and we did, and then we went beyond it, adding a few more features than originally planned (for example, trade skills) and growing the amount of content to an amazing degree. It’s funny… I never had the time to build multiple high level characters, or to play the game nearly as much as many others who eventually joined the development teams. But because of the time I’d invested before that, playing MUDs and such, and because of how closely the game turned out to be relative to the original vision, I could still participate in detailed design meetings and discussions about potential changes or problem issues. And as I play the game more now I really feel at home, thinking often to myself, ‘yep, what I’m experiencing is almost exactly what we set out to create.’ How much does the design of EverQuest owe to popular fantasy literature? What authors and novels did you draw inspiration from when developing the races and classes and characters that populate Norrath? You know, it’s actually all the fantasy novels I read (and continue to read) that give me the inspiration and desire to make these games. When I sit down and read a great book I really enjoy it, but there’s something missing… I want to BE there. I don’t want to just read about the protagonist and his adventures – I want to actually be a person in that fantasy world, able to go where I want and encounter all that world has to offer. I think MMORPGs are the closest means by which to accomplish that dream of actually being there… at least until a holodeck is invented. In fact, it’s my opinion that MMOGs in general will turn out to be the primitive ancestors of holodecks and other virtual reality experiences. With EverQuest, Steve Clover and I from the very beginning set out to create a high fantasy world, drawing influence from all sorts of books and stories and settings. Bill Trost and others later came along and put all kinds of ideas into the world, adding all sorts of detail, and often drawing on campaigns they’d written earlier. And you can clearly see the various influences, and I’m pretty sure we list a bunch of them in the special thanks sections of the credits. Name a popular author of fantasy or a great RPG, and I guarantee you somebody on the EQ team read it or played it, and that it inspired us… molded us into who we are creatively. Aside from the graffiti in the Qeynos Aqueducts, is there any element of EQ that you’d like to take particular credit for? Actually, I can’t take credit for the graffiti (that would be the work of those darn Irontoes), nor for the validity of their claims :) I really had the privilege, as Producer, to be involved in all aspects of the game… I worked on the design, interacted with the programmers, brainstormed with the artists… If I’m to take any particular credit, I think it would be for providing a lot of the willpower needed to see the game through, for co-authoring the original design document, for ensuring that we all stuck to the original vision of the game, and for doing most of the community support and PR before we actually had people to do those things. Oh, and the iced-over river in EverFrost – that was my idea too :) What race/class combinations have you played extensively (as a player, not a developer)? Which did you enjoy the most and why? I’ve always been a ranger and paladin sort of person, ever since my MUDing days. I really enjoy hybrids, and I generally play good aligned races and classes. Humans and half-elfs are probably my favorite as well. I think it’s probably versatility that attracts me most… I like being in there, fighting it out as a melee class… but I also like to cast spells every once in a while too. Do you have any favorite zones? If so, which ones and why? From a visual standpoint, my current favorite is the Twilight Sea… when I wander around in that zone I simply can’t believe it’s EverQuest. Hats off to the Luclin art team for that zone and many others. Gameplay-wise, I think the Warrens turned out to be a great zone. I’ve recently spent quite a bit of time in there, and it’s well layed out and populated. It has decent treasure and experience, and it’s challenging but not too difficult either. Do you have any favorite epic encounters? If so, which ones and why? I’m still fond of the original Vox and Nagafen encounters, and I still remember being blown away watching those early battles. Trakanon is an amazing NPC and where he’s at and the entire layout of Sebilis is awesome. And that we were even able to make the Plane of Sky work at all is something I’m still very proud of. The EverQuest players are fanatical about the game, which has led over the years to its share of criticism, fair and unfair, of both you and Sony. What is your reaction to the level of criticism you sometimes hear. It varies, really, and you’re right – sometimes it’s fair and sometimes it’s unfair. We certainly made our fair share of mistakes during the learning process of developing, launching, and then maintaining and updating a massively multiplayer game. There are several factors that make MMOGs unique, including the fact that these games can be patched. New content, new features, fixes, and adjustments can (and should) be made after the game launches. And while I think this is one of the greatest strengths MMOGs have, it has also led to some frustration amongst players when the status quo is changed on them. Overall, I think it’s just something that will take time for both players to get used to and for developers to get better at. Sometimes, in the attempt to balance or tweak something, developers can make a problem worse, or overreact to it. Likewise, players can sometimes lose sight of what’s really good for the game as a whole and instead get upset about a change they perceive adversely affects them personally. Another issue is what I call ‘MMOG Burnout’. When you play a game for a few days or a few weeks, and then grow tired of it, it’s usually not a big deal. You shrug, put it back on the shelf, and grab the next game. With MMOGs, however, one typically plays them significantly longer. And this is where the Catch-22 arises: it seems that often, the longer a player plays a game, the more upset they are when they finally do become burnt out on that game. This is a bit ironic when you consider that, typically, the better the game the longer it keeps the player enthralled. What’s the solution? Well, that’s a tough one… hopefully it’s something players will begin to recognize more often, and that they’ll leave or take a break when they start becoming really irritated or upset. Also, hopefully developers will do a better job at recognizing irritants and addressing them while at the same time safeguarding the health of their game in its entirety. Lastly, you have the fact that we’re still well within the first generation of MMOGs. There simply aren’t that many out there. I think you currently have a fairly large group of people that are interested in massively multiplayer online games in general, but have yet to find one that really fits their needs and tastes. Since there are so few MMOGs (and since many of the ones that have been released are rather similar), many players are forced to either not play or play the game that most closely fits their tastes. In a sense, they have no choice but to settle. When you combine that with natural burnout and the fact that these games change and are patched, then, over time, the features or other aspects of the game the player never really cared for become more and more annoying. The solution here is, of course, to let the genre mature and to support these games so more and more of them will be developed. That way the games will not only get better through natural competition and through developers learning what works and doesn’t work, but also there will be more choices. Players will be able to dial in more accurately to the MMOG that fits their tastes… are they more of a power gamer? A role-player? A casual gamer? Do they prefer PvP or PvE? Is fantasy their thing, or is it science fiction? Do they prefer a game more focused on item acquisition or skill development? Are they looking for alternate non-combat related advancement mechanisms? Until these issues are addressed in the many ways they need to be, there will be criticisms. Gamers are vocal people, and online gamers have the wonderful avenue of expressing their likes and dislikes on the Internet, on various message boards and such. This is good – good for the player and good for the developer. The feedback is priceless. And while some of the criticisms take the form of flames and can be hurtful, I think the majority of it is very healthy. Developers need to continue to interact with their player base and to listen. Amongst the variety of players of the game are people like Curt Schilling, R.A. Salvatore and Jacques Villeneuve. Have you run into or heard of other celebrities who play EverQuest? What do you think about having celebrities like that playing the game you designed? I have indeed, although I’m hesitant to list any more because many of them prefer to remain anonymous. But it is incredible and very flattering to create something that attracts all sorts of people, famous and otherwise. I can say I’ve especially enjoyed getting to know Jim Lee and being able to work with him on a comic book (it should come out late this month, btw). He’s a big fan of EverQuest and a great guy, as well as my favorite modern comic book artist. Have you played Dark Age of Camelot and Anarchy Online? If so, how do you feel they compare and contrast to EverQuest? I’ve played both, and I always try to play all of the MMOGs, professionally to see what they are doing and to look for new ideas, and personally because I love these games. The genre of MMOGs is still so new that each game is expanding the game space far more than they’re competing with each other. For example, despite DAoC’s excellent launch and immediate popularity, it only minimally impacted EverQuest. This is a good thing, because in my opinion we’re still well within the first or maybe early second generation of these games. The genre has a LONG way to go, and every company who enters this arena is helping build something I’m very interested in -- so I’m very supportive of them all. Not only that, I’ve rarely met a developer working on an MMOG who isn’t a great person and also a person in love with MMOGs (as I am). For example, Jeff Butler and I hung out with several of the guys from AO at ECTS this year and had a blast. As for publicly comparing and contrasting these games with EQ, I could, but I won’t… at VI/SOE it was against my own personal policy and it will stay that way. Right now with MMOGs I feel it’s the ‘more the merrier’ – each game is great, but could improve, and I know everyone involved wants to see that improvement for the game’s they’re working specifically and for the genre as a whole. You recently left Sony to go out on your own. How hard was it for you to leave a game and company that you had obviously put so much into? It was extremely difficult and painful, and I still get pretty emotional when I think about it. Not only did I help build EverQuest, I helped build Verant Interactive and also did my best to shape and positively influence the growth of Sony Online Entertainment. I worked with a lot of people, many of whom were my personal friends before EQ, and also many of whom became my friends during and after work on EQ. I’m extremely proud to have been part of EQ and to have worked with such an amazing group of talented and passionate people. And while all good things do come to an end, it’s a small industry and I’m sure we’ll see each other around. Can you tell us a little about what made you decide it was time to leave? While I can’t reveal all the details, I am able to summarize some of what occurred. Having risen from being the Producer on EverQuest to a founder and Vice President of Verant and then to Vice President of Premium Games and Chief Creative Officer of SOE, I was able to experience several different levels of management. I was also able to experience rapid company growth, as SOE expanded what was Verant into a full publisher and developer. I think it occurred to me over time, despite the recognition, fame, and financial success that came from climbing the company ladder, that I was happiest producing EverQuest. At one time at SOE I was responsible for EverQuest, Star Wars: Galaxies, Sovereign, Planetside, and several other unannounced titles. Obviously there was no way to be ‘hands on’ with these projects because there were so many. And I’ve found that I need to be hands on and involved with the development and creative process… making MMOGs is what I really enjoy, but working on them indirectly and at a higher level just wasn’t as satisfying for me. I also realized that I personally prefer to be part of a smaller company or studio. It occurred to me that many other well-known game developers have come to the same realization. When I consider several of them and what they’re doing, I don’t see many at high levels of management in large companies, but rather working on one or two projects at a time, able hopefully to focus and remain hands on. A good example I think would be John Carmack. I don’t know him personally, but my understanding is that he gets up in the morning, drives his F50 to work, and focuses on what he enjoys the most (programming). He keeps his company small and efficient, working on one game at a time, and launches hit after hit. I’m thinking this is pretty close to the ideal setup. So I started to realize this about myself, what my preferences are, and what makes me happy and satisfied creatively and professionally. And over time, I’m sure this wasn’t invisible to SOE and in October they gave me the opportunity to be released from my contract. I took it. Sure, there were other factors involved, but overall my departure was very amicable. Sony Online is poised to be the leader in online games for quite some time, is a great company, and I wish them nothing but the best. And people like John Smedley, Kelly Flock, and Yair Landau gave me tremendous opportunities to both excel and realize my dreams, for which I remain eternally grateful. Do you have any plans for the future that you can share with us? I do, and it’s something I’ve been thinking about quite a bit these last couple of months. It’s my intent to start a small development studio and begin work on a third generation MMOG. I’ve recently begun to talk to various publishers and funders and am in search of the right partners with whom to begin this venture. I welcome any feedback, ideas or interest – please feel free to email me at bmcquaid@home.com. I just want to end by thanking you for developing a game that has kept hundreds of thousands of players like myself entertained for several years. Thanks very much. Luckily for us, the game we all set out to make turned out to be something 400,000+ other people were interested in playing. Without all of you, the game would be an empty shell, the world of Norrath a desolate wasteland. I want to sincerely thank all the EverQuest players out there who stuck with us through thick and thin and continue to do so. I’ve met many of you at various trade shows and Fan Faires, read your emails and your posts, and a group of game developers couldn’t ask for a better player base than all of you :) Take care. -Brad

Comments

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Farming or Revenge
# Dec 20 2001 at 1:58 PM Rating: Decent
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56 posts
There are farmers and there are vengeance seekers...

I have a list of stuff that I'm going to go back and kill one day. Not because of the loot - but because when I was lower level they used to wipe the floor with me.

One good turn deserves another! :)

RE: Farming or Revenge
# Mar 23 2004 at 9:25 AM Rating: Decent
ROFLMAO.....I think we all have a list like that going friend.....and can't wait to forfil it.
Great Interview
# Dec 20 2001 at 1:56 PM Rating: Decent
Thanks for an awesome interview. Also thank you Brad for pouring his hart and soul into the game. I look foward to seeing your future projects.
Kill a lot of TWINKING, and only allow ONE CHAR per server.
# Dec 20 2001 at 11:33 AM Rating: Default
Most twinking is done by camping a higher lvl to get items for a lower. There are no social elements to this, and I understand why it's so frequently done. But it mostly hurts the game.

If EQ would only allow one character per account per server, this would force you to get your stuff on your own. Yes, you could still get nicer things from a friend, but this can happen in real life also.

The only downside is that you wouldn't be able to choose between a list of characters bring up on say "xegony". You'd have a different set of freinds with each character, cause they'd exist on different servers. Guess if that were the case, it would be more like role playing anyways...
RE: Kill a lot of TWINKING, and only allow ONE CHAR per serv
# Dec 21 2001 at 4:43 PM Rating: Decent
One character per server won't stop twinking. Slow it down, maybe. All it takes is my buddy on server X to say, "hey...I want to start a class x on your server, can you hook me up?" And you, on server Y, say, "sure, hook me up on server X." I have done this. It is no bigger a deal to do than regular twinking. Lighten up, the main beef people have is jealousy. Get your own level 50, and you'll start twinking too. Don't believe me? Wait till you hit 50. Or even 40 for that matter, if you're impatient.
RE: Kill a lot of TWINKING, and only allow ONE CHAR per serv
# Dec 20 2001 at 4:44 PM Rating: Default
Hey if you want 1 character per server go to freaking FV server or whatever server only lets you have 1 character. I have found that people only say no twinking becuase they CANT they are jealos of the others that are higher lvl and can twink there players.
#Anonymous, Posted: Dec 21 2001 at 1:43 AM, Rating: Sub-Default, (Expand Post) Wow. Spoken like a true genius.
RE: Kill a lot of TWINKING, and only allow ONE CHAR per serv
# Dec 23 2001 at 9:53 AM Rating: Good
There would still be twinking no matter what you do. There are people out there, like me, that own more than one account and play both regularly. I can powerlevel myself, twink or whatever, if i wanted. So if they restricted the amount of characters, it has two drawbacks that i can see.

1 learning what races suite you the best. I started as a Paladin, and after 40 someodd levels have played druids enchanter shamans and others just to find what class i like to play.

2 losing the closenest of the game. I make tons of friends and would like to keep them with any character i play. Good friends are hard to find, same goes for guilds.
Nice View
# Dec 20 2001 at 10:37 AM Rating: Decent
I Hope the people at SoE and Vereant take what you say to heart

i have one thing to say, ive been playing everquest since shortly after the release date. i've been throught alot of experiences and seen alot of different gamers. and truth be told my main is only lvl 10 but i still end up comming back to the game on binges. why? because we all play the game our way
Nice View
# Dec 20 2001 at 10:37 AM Rating: Default
I Hope the people at SoE and Vereant take what you say to heart

i have one thing to say, ive been playing everquest since shortly after the release date. i've been throught alot of experiences and seen alot of different gamers. and truth be told my main is only lvl 10 but i still end up comming back to the game on binges. why? because we all play the game our way
5th generation Twink
# Dec 20 2001 at 6:59 AM Rating: Default
Twinking is the one and only thing keeping eq popular, think about it for a moment. The game has nothing to do with role playing or level advancement, from day 1 i played eq it was all about item aqusition. i got banded, i wanted bronze, got bronze wanted fine plate, with each upgrade i found much enjoyment at the change in appearance and stats. I was instantly hooked on the economics of Everquest, zones like east commons and Gfay were full of wonderous ubery lewtz that i could only dream of owning. Thats where the real satisfaction comes from...finally getting that one item you had your eye on and drooling everytime you rightclick and view the stats. As a newbie i would spend hours upon hours in east commons buying items low and selling high wheelin and dealin all day long and reveling at the profits. Economics is the foundation of Everquest. I now have a level 60 of my own as well as numorus twinks that i play when my guild isnt raiding. I could honestly say that if verant ever decided to remove that aspect of the game by making a level/stat/trivial loot cap the market would crumble thus destroying the only aspect of the game that keeps people playing for so long. To sum up my point, Twinking is good, Twinking is fun, Twinking is what keeps the market thriving and if you for any reason disagree with me its most likely your a casual gamer who has never seen 1k plat and is envious of those lower level than you with better equip.
Nice
# Dec 20 2001 at 5:43 AM Rating: Excellent
I did like the interview (seems to be a general consensus here on that). Read a couple things i suspected but am glad to have confirmed--that some of my favorite authors play eq (GO R.A.!). Even better to know that the people who made the game love what they made, warts and all. Yah, it has its downsides (I thought sitting to heal at 500 hp was bad, now almost 1700 takes forever) but there are some fun ways to get around it. Like using warrior healing potions (booze for the uninitiated). Cannibilize when clarity isn't around. Bandaging. I think y'all did a great job of off setting the the not so attractive aspects of game mechanics.

I guess I'll throw in my 2cp worth of thought on twinking too. At level 5 or so on Druzzil Ro, a great and mighty warrior named Nophmugnor helped me out. I was running around bb killing gnolls, getting killed by gnolls, the usual run of events. He bade me to follow him back to Halas after helping me for the second time in, oh say 15 minutes retrieving my corpse from the bowels of bb (I fell in the hole). Langseax, kodiak claw, full suit of leather armor, and a polar bear cloak (might've been icebear, I don't remember). A few hours later I made level 9, and that Langseax and kodiak claw carried me thru to level 20 or 21. By his "twinking" me, he made it possible for me to get past the extreme frustration I felt at that point, and I've been hooked ever since. At level 40 now and several alts later (I like to experiment with different classes and races) with Wurmy in one hand and a ssoy in the other, I wander around killing things and still being killed. I've paid him back for that many times, dragging people into halas with me to give them a decent start, buying them full leather when I had the pp for it, so they could (hopefully) get the same enjoyment I did by getting past those first--to me anyway--few hell levels. And yes, my alts have been twinked, sometimes deliberately (I went out and got someting just for that alt), and sometimes cause I couldn't get rid of something by selling it and no one else wanted it, and I'm one of those people people to whom what many term "crap" are great items for me. Executioner axe for 2hs, wurmy, motq for my pally, velium etched stone mace for my shaman (who actually can do groups to get it btw, but I was there and teh opportunity presented itself for a small group). Shoot, my shaman in a posistion to "twink" my warrior--shaman 30, warrior 40--cause someone left soem gauntlets of the black at teh rygorr fort. It's not a bad thing in itself, tho I do agree people running around in full crafted at level one are a wee bit extreme, or full crusty (which is some of the ugliest armor i've seen yet) by level 10. There is twinking and twinking folks.

Anyway, thanks for sharing with us in the interview, and I want to shout for Nophmugnor here (if anyone knows him, let him know) and say thanks again for helping me out so long ago. Take care all. Don't die

Kathugga Wintersheart 40 Barbarian warrior Druzzil Ro
Wotjan Wynterheart 30 Barbarian Shaman Druzzil Ro
Klani 17 Erudite Paladin Druzzil Ro
RE: Nice
# Dec 21 2001 at 11:01 AM Rating: Decent
I like this idea - it's nice to occaisonally get some good equipment from higher level people. At about 10 or so a friendly Iksar gave me a full suit of banded, then later I received a few hand-me-down items from the guild I joined. That, IMO, is the "good" way to twink. What I find irritating and as you say extreme is when people much lower than you are running round with equipment far far better than yours. Yes there's going to be someone who now complains 'oh you're just a casual player then' and well yes I am. I still have to point out that it's very frustrating when you hit level 30 and are still carrying only a couple of pieces of Ivy Etched and you run into some level 5 wearing a full suit of Tolan's Darkwood.
EQ KICKS A$$!!!
# Dec 19 2001 at 5:04 PM Rating: Good
its 99% perfect! but i agree with brad that finding groups on FV is a pain with the ANON thingy
Powergaming
# Dec 19 2001 at 4:06 PM Rating: Decent
I have played EQ since Beta4 and I love it. I think that most players enjoy the game as is, and besides a few dislikes (which differ among players), it is great.

I like the alternate advancement idea introduced with Luclin, and see that as an attempt to include something that could have richly enhanced the game from the beginning. I think they should allow characters to turn it on at level 30. This would allow those who enjoy that system to work on their characters in alternate ways earlier in their levels. They should fix the amount of EXP it takes to get these alternate advancement points to different levels for characters level 30-39 (perhaps fixed at the amount of EXP required for level 39) and again for characters 40-49 (perhaps fixed at the amount of EXP required for level 49). This will make it possible to gain these abilities earlier, but at a higher EXP cost than levelling.

My hat is off to Brad McQuaid for his visionTM and making it a reality. I look forward to playing MMORPGs until I retire, and then working on them myself after that. Cudos Brad!
Good Interview
# Dec 19 2001 at 2:53 PM Rating: Decent
I was really impressed with the interview done.. Thank you allakhazam. It was nice to hear Brad's comments on various topics. And the questions asked where some that the community wanted to hear.
Just my 2cp on twinking since everyone else feels the need to talk about it.. I find it perfectly okay, and a great way to speed past those boring low lvls that all veterans dread.

See ya later hun!! <hugs>

Einlaine
Rogue of Brell Serilis
CS
# Dec 19 2001 at 1:51 PM Rating: Good
Great interview. I find it interesting that one thing Brad didn't mention in regards to things he would change is customer service. In my opinion, that was the single biggest EQ flaw. They have never and show no signs of ever being a customer service oriented company. For the genre to excel and grow its customer base to allow more games to enter the market this will need to change.
Anonymity != Roleplay
# Dec 19 2001 at 12:14 PM Rating: Default
"I do think VI should remove the &#8216;must be anonymous&#8217; aspect of the RP flag"

I thought this was really funny. Now that he actually *plays* the game, he finds out that it was a bad idea to link anonymity with role play. ;) We tried to convince him of this in the early days, with little effect.

I'm glad he's finally getting a chance to enjoy the game he put so much work into.

-Xymarra
Twinks?
# Dec 19 2001 at 8:48 AM Rating: Decent
I tried playing DAOC - they have eliminated twinking to some degree. I personally dont see that big of a problem with "twinks". If you manage to get a character to a level where he can get items and give them to his lower level characters so advancement is easier for them whats wrong with that? When this game first came out I had a level 19 Shaman with 9 days played and the best items he had were banded. I quit playing this game just because of the frustration factor early on (Die/Level/Die/delevel) rinse repeat! By eliminating these things from DAOC I felt the game was nothing but a level fest. The trade skills weren't no where near the level of UO (Same with EQ BTW!!) The quest system was "ok" but nothing to really brag about and the interface seemed "clunky" I do play EQ now but the game has changed alot since it first came out. With zones being mapped and quests being documented it's much easier and alot more fun then it ever was.
Interview/ twinking view
# Dec 19 2001 at 8:38 AM Rating: Default
Thanks to Allakhazam and Brad for an interest insight, and best of luck to Brad in pursuing his next goals.

I don't get what the problem with twinking is, and empathise with/ support a couple of the points mentioned, eg.
- handing items down to your younger alts;
- killing rats and bats as a newbie is okay the first time, but anything you can do to minimise the crap for the alts is good, in my opinion.
- Some twinks running around earned the gear/weapons they are wearing. Either from being seen to do good works, completing missions set by higher-level players, or being ID'ed as being worthy of the items.

My new characters get 2-10pp to spend on their first spells (or whatever), and that is it.
Spending hundreds of plat on an alternate character is a bit silly during the first five levels, given that they have the life expectancy of a birthday party balloon animal.

SUREFALL PARAMEDICS
Bristlebane server
NOR_Bard
# Dec 19 2001 at 12:38 AM Rating: Default
Want to stop twinking? Do something similar to what AO did (except with EQ, it would be more strict) and put a stat limit on armor/weapons.

Instead of being No Drop, just make whatever item dependant on some stat. For weapons, it could be that weapon type stat (1hblunt, etc). For armor, Defense and/or Offense (these are just examples). This way the items could contribute to the ecenomy, but not be used to over-twink characters.
RE: NOR_Bard
# Dec 19 2001 at 4:07 PM Rating: Decent
That is similar to Phantasy Star Online's items, you need to be a certain level or have your ability score high enough in order to use them. Of course any one else that has played that knows of the large amount of problems I am glad EQ doesn't have. Gamesharkers running around PKing and stealing weapons and meseta, like they really need them after they hack themselves to lvl 100. Very nice interview too.
EQ
# Dec 18 2001 at 8:42 PM Rating: Decent
I have played EQ for qa while now and find it to be not a bad first try. That being said, it is my opinion that the software quality control, customer relations and customer service is the worst crap I've ever seen. These opinions are based on personal experiences in the game, not hearsay.

3 hours waiting for a response from a guide (if you get any at all) who doesnt have the authority to do anything to help except say im sorry policy doesnt allow me to do anything for you is just plain reprehensible. VI is so cheap that they have to get volunteers to do their customer service...way to go....talk about brain dead people...look at the guides. They let you ***** them for free....heheh...kudos to Verant for being able to recruit these brain-dead troglodytes, otherwise there would be no customer service whatsoever.

Gordon Wrinn should have been fired a long time ago. He has pissed me off so many times i cannot remember. His attitude sucks and he has on numerous occasions implied that the players were liars only to have to come back to apologize for being wrong. Is this Verants idea of good customer relations?

One more thing, I think that Luclin is more fluff than substance. Pretty graphics and not much in the way of actually improving the game or solving the miriad of problems still in the game (matter of fact you have created a boat load more). I cringe every patch day (thinking, what has verant screwed up this time...and seldom am I wrong in thinking that). You have run off all the win95 users and have made the game nearly unplayable unless you already have or upgrade to the minimum hardware and OS requirements. Now that's a smart business move...run off your customers.

RE: EQ
# Dec 25 2001 at 2:55 AM Rating: Default
I agree, customer service is definitely an aspect of the game that needs some serious work. I know that I have had to petition several times over a period of days just to get a response and then to be told that this guide could do nothing to fix it.

That being said, I completely disagree with you on your remarks about running off their customers. Yes, there are frequent and often annoying patches, but all are aimed at improvements. I highly doubt Verant likes to schedule patches every night just for the hell of it, or to aggrevate their customers. It would make absolutely no sense whatsoever.

As far as the new system requirements Luclin has created, that is just a means of keeping up with the industry. If your computer can't handle it right now, then you're just going to have to sit back and deal without Luclin until you get your system up to par. No player is obligated to have a new continent and race and class. The game was good without them, these are just bonuses, and as you seem to think they're just fluff anyway, why bother? If you're still using Windows 95, well, that's pretty much your problem. There is absolutely no reason that anyone cannot upgrade to Windows 98 at the bare minimum.

To make such a judgement is a little rash on your part. I absolutely love what the new expansion has to offer, well, everything but the new Erudite models, they look freakish :p A smart business move is keeping up with the competition, taking advantage of what current technology has to offer, keeping players hooked. Luclin has done all that and more.

I'll admit, I was frustrated with the loading and zoning times, but with the new cache ability that has been implemented, I don't have a damn thing to complain about. I barely notice a difference and kudos to whoever came up with that idea, it's got me hooked all over again. All I can say is keep up the great work, Verant, you've done a fantastic job.

Rysor Skyreaver
56 Outrider
Innoruuk
"Why are all American girls so rough?"
Nice Interview
# Dec 18 2001 at 6:04 PM Rating: Default
I about crapped myself when he mentioned the fact that he had heard of people finishing books when medding. Ha!! I read all nine of the Robert Jordan books while medding. Woot. I have been off the game since late August. But reading this may have lit the EQ fire again. See all you Prexus maniacs real soon. Hemoragic
Rebuttal for players
# Dec 18 2001 at 5:58 PM Rating: Good
In retrospect:\
Here is the reason these "problems" exist

Vendors give 2pp for items that are incredibly rare. Of course you could always go sit in NFP for 3 days trying to sell it.
Its only natural for people to want to advance their character, the enormous XP penalties for death and Hell levels implemented in game only reinforce the need to "bottom feed" A character has to attain money one way or another and unfortunately the loot changes minimally from level 12-50 unless you are hunting Hill Giants.
Of course there is too much downtime:).....Medding as much as that is just silly.

Nothing wrong with twinking as far as Im concerned, afterall what else are you going to do with the monk gear you looted.....spend 3 days trying to sell it in NFP;)

RE: Rebuttal for players
# Dec 18 2001 at 10:07 PM Rating: Decent
/agree
My 2 cp.
# Dec 18 2001 at 3:53 PM Rating: Excellent
A nice interview. As someone who came late to EQ (just started last March), it's nice to get some info as to what the designer's view of the game's evolution is. I enjoy the hell out of this game - my 65 or so days played in 9.5 months is a reflection of that - and that doesn't even figure in my time discussing the game with friends, or my time on the boards, or my time messing around with notes that I've taken.

Considering the enormous complexity of creating a game that 400,000 people with a wide variety of wants, desires, expectations and computer equipment play, I think Sony's done a hell of a job. Do I wish the game had fewer flaws? Of course. Do I wish there were never problems? Absolutely. Are there aspects of the game I'd alter to better suit my expectations? Sure. On the other hand, the fact that I've burned 1500 hours of my life on this game indicate that it's a hell of a product. Sure, I complain about this and that, but the bottom line is that I keep playing - a LOT - and have zero interest in trying out other games on the market right now.

As for the various twinking rants I see below... So what if someone wants to twink? If you don't want to group with a twink - that's your choice. Some folks play the game with a gear/loot focus. It fits within the game's parameters, and has done so since before I started playing. Many people I've seen/met who twink do so by buying the stuff they want with the money they've made with their mains. Others (my brother included) derive incredible pleasure from making money trading - buy low and sell high. Again, the game allows that, and it is the primary point of interest for that class of player. There is nothing wrong with it. It may not conform to a particular individual's notion of how the game *should* be, but the fact that every server has a very active player-driven economy, and a zone swimming in auctions clearly indicates that there are plenty of folks who have fun playing the game this way.

Another observation - I see very few super-high-level people 'farming' camps that are manageable by mid-levels. It's so much more efficient to make money in Sebilis and buy your twink gatorscale arms and legs than it is to sit and farm the AC in Upper Guk. I don't particularly buy the notion that farmers routinely take up mid-level camps.

I have spent most of my EQ career with a single character. I only recently started an alt, and he is/will be well twinked. Killing rats and scraping up every cp I could muster was fun the first time, but there is little to no fun in it after playing my main for 55 levels. If I had to equip an alt based solely on what I looted, I wouldn't play him. A big part of the game is the learning curve - not only of the class but of the game itself, and for me at least there is no fun to be derived from having to struggle my way through the first 20 levels of an alt's life. I am a nut for understanding the ins and outs of the class/race I choose to play, so I am not worried about not learning to play the alt well, but as for spending a few thousand plat on him? Damn straight I will :)

Keyeluke
Master of the 55th Lost Circle
Sergeant of Strange Brew
Druzzil Ro
RE: My 2 cp.
# Dec 18 2001 at 6:00 PM Rating: Decent
After reading this I'm not wondering why they've got you as a Guru... It's just too true.

On the farming, I would say thought that it's mild... from what I've seen, from times to time the Higher level ones get into farming stuff thought from what I've seen, in two years of playing nearly every time I've crossed someone way too high lvl for a dungeon they accepted to share stuff with me or spawn. Rarely are those high chars, that are there usualy only to seek revenge, stubborn or stucked up without wanting to share.

So those complaining, I'm sad that you had bad encounters but I wish one day you'll see the light :)
#Anonymous, Posted: Dec 18 2001 at 3:44 PM, Rating: Sub-Default, (Expand Post) if i have a level 50 character that gives some stuff to a level one character i have made, i figure i have earned that stuff with my level 50. anyone who thinks im cheating or whatever can just go #$%$^$^ themselves hard.
RE: 2hs...have i missed the boat
# Dec 18 2001 at 3:03 PM Rating: Decent
I can't see why you would wanna use a 2h weapon...? One of the greatest abilities a ranger has is his dual wield skill...
I'm lv 49(still) and have only seen one(maybe two) great 2h weapons(that means: so great that I regreted not havin' workin' on my 2hs skill)

I may be wrong, but thats just my thought...

Tiras Whiteleaf
newplayer
# Dec 18 2001 at 2:26 PM Rating: Good
This list is fascinating. I have played for about two weeks and have a lv 9 monk. Frankly, the most annoying thing about the game is all the auctioning going on. I appreciate the need for the economy, but I wonder why all the high level characters spend so much time hanging around the tunnel in East Commons. Considering how much time and trouble I have taken to get to level 9, I can't imagine how long it would take people to get to level 50, so I guess they are veterans and can do whatever they want. But I can't imagine spending all that time online just selling stuff so I can buy other stuff. It just seems to defeat the purpose. As for pumping up the lower level players, I would love for someone to give my monk some nice stuff, but every opportunity the high level players give for that seems to be ridiculous, like, "first one to poke me gets a free 5k weapon." It's demeaning running around like a moron just to get something to make my playing a little easier. People can play the game any way they want, but as a newbie, I hope I stick with the people trying to just make it the hard way. It just doesn't seem like it would be as fun any other way.

Dethiel, E'ci
RE: newplayer
# Dec 19 2001 at 3:35 PM Rating: Default
Im a 55 warrior, my brother is a 60 ench...I have 42 days on my char, he has 85...it takes a long time to get up there :p
RE: newplayer
# Dec 18 2001 at 5:26 PM Rating: Decent
when I was a newbie:
I took 10pp all in copper
did a quest 40 times for some one (2 zones @ time)

Now I'm at lvl 56 and 43 and when I look back; I'm glad for those experiences. They benifited my newbie char and taught me lessons. Taught me copper is heavy and doing something trivial over and over agian has rewards on eq. If you don't like the spam of auctions simply turn your auction chanel off.
RE: newplayer
# Dec 18 2001 at 3:34 PM Rating: Decent
Whoever droped the rating on your post really should keep an open mind. You brought up a very valid point and an overall good question.

One of the major developments of EQ was a vast market that has a life all its own. Since you are level 9, you may not have been to Greater Faydwer or more commonly known as "Faymart". If you think EC tunnel is bad, step in that crate SPAM. Marketing is a major aspect of the game. Also with marketing comes twinking. You will notice as you raise levels that sometimes the game seems to take a dive in keeping your attention and yiu decide to make and try out a new character. But what to do with all the old stuff your previous character is not using? And it starts...

In RL I was 1 of 9 children growing up in the 80s. Being the youngest boy of 7 I recieved all my brothers hand-me-downs. They grew up in the 70s which means I was wearing bell bottoms in the 80s *sigh*. How EQ imitates life.
RE: newplayer
# Dec 18 2001 at 11:23 PM Rating: Decent
Hafta agree with this, on my server (Drinal), NFP is auction central. Turn the corner by the jade tiger, and watch that frame rate dive....
As a lvl 51 rogue, i have 7 alts, and rather than spend days of my time sitting on my thumbs in NFP trying to sell stuff, i end up outfitting my alts, my guild mates, and my wifes alts. Nothing is quite so satisfying as watching a guild member beat the stuffing out of something, and being able to say "see that? I helped with that!"
It has taking me a bit under a year to hit lvl 51, due to all the alts i have played, but i must say i have met many wonderfull people in my time playing, that i am GLAD to have had the chance to get too know. Keep playing, young Monk, for your journey is just beginning =)

Delios Shadowsoul
Rogue of the 51st dagger
Officer of Mistaken Identity
Drinal Server
RE: newplayer
# Dec 18 2001 at 5:54 PM Rating: Decent
Well Beemo, just loved the family gear comparison... it's just so true... grats
RE: newplayer
# Dec 18 2001 at 5:12 PM Rating: Default
actually are some servers, EC Tunnel is more popular than Greater Faydark, as in Morell-Thule, in East Commons my screen is spammed so much, but in Gfay, Noone ever auctions cept people hunting there or passing thru, its just nout our Faymart
My Opinion
# Dec 18 2001 at 2:07 PM Rating: Excellent
Thank you for a very good interview. It is nice to know that the creators of the game I love have so much in common with myself. And thanks to Brad for pushing to make a dream that he shared with others a reality.

Of Course I have to put in my 2cp worth. People are going to play the game the way they want. If it is twinking, farming, or otherwise, no amount of complaining or flaming is going to change this. I sometimes will farm bandits for cash when I need it, but if a group comes along looking to hunt them for Exp, I will clear out. I play the game the way I think that my character would live. I help when I can, and I survive the way I must. I was given a decent sword at a low level, which allowed me to hunt creatures for more exp, and when I outgrew it, I passed it on to another character who could use it.

The game is to be enjoyed, and with the amount of people playing, sometimes that means cooperating and allowing others to play through. Many times I have shared a camp with another of my level, or grouped to share the exp or wealth. It makes it more fun to chat and compare notes with others while medding, or waiting for the next spawn. I want to thank everyone who has answered my dumb questions when online, or those who have stepped in and saved my backside when I get swarmed. You are the true Gamers that I grew up with (my opinion only). Enjoy the game, Share the experience, Help your fellow gamers, and get more from this than just some plat, and half a blue in xp.

Palen Wolvesblayd
22 Lvl ranger on Torv
Good hunting all.
#Anonymous, Posted: Dec 18 2001 at 2:03 PM, Rating: Sub-Default, (Expand Post) You newbies do realize that there are alot of people that hit 50 before kunark came out right? What do you think they did with their time? Sit around not playing their toons? Some had logged over 120+ days played because there were no levels higher than 50 at one point....
tis is a sad day reading these posts
# Dec 18 2001 at 1:51 PM Rating: Good
I must confess i get a small chuckle from the constant whiners (as opposed to those complaining legitimately) and a large chuckle from the obnoxious ones who "claim" to have the most brain power or the most righteous of opinions which constitute most of the replies I have seen above with only a handful of reasonable posts, or the many posts that make one good point and then degenerate into trash.

If you are going to claim superiority, then make it a habit of showing it as no one can tell it from you posts and no one buys it just because you claim it is so. prove it by making good points and leaving out the trash. or be honest and simply say it is how you FEEL without the self righteous claims that prove otherwise.

As I see it, both groups take themselves way to seriously and would never stand a chance against those who do take the time to do more than "just feel" or mental **********, which in reality is the same thing. lean back and learn to laugh at yourselves, people might actually begin to enjoy your comments and maybe even find something to appreciate in them.

I would prefer the whiners, as they are easier to take seriously since they make no pretensions otherwise. hint hint. Likewise maybe things will get fixed as silence will not do so.

EQ is a great game with a great many flaws, better to complain about the flaws and hope VI listens so the game can be even better than to "simply leave" or "shut up" like one hears the true children (regardless of age or education) scream so loudly on all the boards. if you don't want to hear the complaints then follow your own advice and stop being hypocrites and go play eq and stay away from the boards if they irritate you so much.

Or even better, go ahead and post, but make your comments worth something worth reading, something that makes things better.

Luckily there have been several good posts made that made reading though all the bs worthwhile.
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