I also really enjoyed the periodic story events that had really dramatic impacts on the world, like the shadow invasion. It was a great game, especially for its time. So thanks for whatever part you played in its creation.
I also really enjoyed the periodic story events that had really dramatic impacts on the world, like the shadow invasion. It was a great game, especially for its time. So thanks for whatever part you played in its creation.
I was on the design team, so was directly responsible for a lot of the shadow invasion stuff (if you ever saw the big bad Bael'Zharon running around in the live events, that was me!) and other patches for the first 2 years of its lifespan.
Weirdly, I work on WoW now with my career having come full circle after having not worked on MMOs since the mid 2000s. :)
I still use AC and to some extent AC2 as an example of how wild, weird, dynamic and interesting MMOs were before the EQ formula won through WoW's success.
Definitely miss the "weird" MMOs of the early 00s...
A theme of a bunch of the comments is that the internet / audience makes this sort of thing impossible these days. One of my white whales for game design is figuring out if mystery, especially in multiplayer games, is still possible in a meaningful way.
You remove the “meta” from the game because every character has a different meta that is just a little too cumbersome to figure out in any way other than “feel” it.
I think growing up during those years of transition, right before the Internet became mainstream and ubiquitous, was a huge boon. Sure, the early MMOs were far from the first international social forum enabled by the Internet, but they were right at the technological frontier at the time. There was something special about inhabiting this massive, 3D virtual space alongside people from across the world, and having that experience be just as novel to everyone else as it was to me.
You couldn't replicate that today, and growing up with the world at your fingertips on a pane of glass as a taken-for-granted fact of life must be a very different experience.
I did a bunch of writing, news posting, collecting information for the monthly patch summaries, and then they figured out I could code and I ended up building tools and maintaining various bits of the site. I think I ended up owning the item database code for a while? I remember hearing that one got used at Turbine, because it was superior to what you had internally!
I’m now married to Kelly Heckman (Ophelea), who was site manager on CoD for a while, and my first real job was at a social gaming startup, getting in the door with the help of her network. That set my career on the path it is now, so you can draw a direct line from picking up that game box to where I am now. So yeah, thank you and the rest of the team :).
The smallest world stays small. :)
Lately, I've been getting more and more into esoteric topics and I keep thinking about this games lore... There is so much occult knowledge/history baked into the entire thing and I honestly still use the game as a reference point for some many things.
I'm curious, do you know how the games lore was developed and were there ancient texts that were inspirations for the events?
Thank you!
I was very not-involved with the lore/story (to the point, where I think I wrote a handful of notes and stuff before it being decided that I should just focus on gameplay, and someone else would cover the lore for me!), but there were 3-4 people primarily responsible for it and they were all very much fantasy literate, so it wouldn't surprise me at all if some of the inspiration were from those sources.