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Old 12-17-2007, 10:15 AM   #2215 (permalink)
Daezuel
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Join Date: May 2007
Posts: 592
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Quote:
Originally Posted by Ngruk View Post
I remember reading something recently, can't remember the game, where the lead on the project had stated "They knew they would need to devote time and effort to reclaiming players lost in beta" because they knew when they launched the beta the game wasn't fun yet....

Huh? What? Isn't that whole 'fun' thing supposed to be part of every feature of your game?

How do you move from concept to production, much less production to beta, without it being fun as hell?

When exactly are you supposed to patch in the fun?
Pretty sure you're talking about Richard Garriott and TR. (however he did make what I consider to be the best MMO in UO...until they jacked it up anyways) Oh and I beta'd TR and thought it was pure crap but ended up buying it anyways recently and am having quite a bit of fun.

You should check it out if only to see something different in current MMO design. The cloning system, lack of bound drops, and base defense/spawning system are all very cool.
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