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| | #31 (permalink) |
| Banned Join Date: May 2002 Location: Your mom's house
Posts: 758
| I was agreeing with you. Even though EQ was one of the earlier mmorpg's (first generation), it's no excuse to have your developers and designers be so out of touch with what the players were experiencing in their game. |
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| | #32 (permalink) | |
| There can be only win Join Date: Sep 2003 Location: 'yurp'
Posts: 247
+5 Internets | Quote:
__________________ < United Kingdoms > EQ: Antonius Bayle - WoW: EU-Terenas - AoC: EU-Dagon | |
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| | #33 (permalink) | |
| Registered User Join Date: May 2002
Posts: 414
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| | #34 (permalink) |
| Registered User Join Date: Jan 2002 Location: NY
Posts: 117
| I dont get why people think senior game designers are the ultimate creative source. I read an article about GZ (Geoffry Zatkin, the original EQ spell guy coincidentally) a while ago and he was basically saying that the designer job was more like a project manager not an idea guy. He moved on to Monolith Productions: Matrix Online, Aliens vs Predator, few other ok games, long ago. I'm not sure if it's just SOE or the industry, because from Tigole's feedback on WoW game design it sounds like he's got a big part in the creative process. Maybe hes just communicating his meeting stuff though. Heres that article, yeah its like a year old but its relevant to this discussion I guess. It's on Smeds favorite gaming site too. http://www.penny-arcade.com/2005/04/04 |
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| | #35 (permalink) |
| Registered User Join Date: Apr 2002 Location: :noitacoL
Posts: 3,644
| That was such a worthless post Smed. Gonna have to start calling you Barry Bonds. You might wanna keep in mind there's no boards dedicated to my or most of our fields, nor are there hundreds of fan sites. Most companies dont rely on direct, person to person communication between their company officers and the consumer. You do. That's why you post here. And the worst thing is, Vanguard is aimed at one game and one game only. Yours. Vanguard might as well change their motto to: It's everything I wanted EQ2 to be before they took it away from me!! You should be on bended knee thanking the stars that Brad is still forcing his kool-aid down the throats of the best talent this genre has. Kendrick, Akkirus, Poe. Yeah, most of the company officers and talent leave during Design Phase, yup, perfectly normal, nothing to see here... Last edited by Jait; 03-30-2006 at 01:15 AM.. |
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| | #37 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 1,227
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| | #38 (permalink) | ||
| <insert funny comment here> Join Date: Mar 2002
Posts: 1,996
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__________________ All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident. - Arthur Schopenhauer Last edited by Neric; 03-30-2006 at 04:24 AM.. | ||
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| | #39 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
| Quote:
The updside is that people get recognized for their contributions and that it's on an individual basis, such that we're not some nameless corporate entity. It's been important from since Sigil formed that we promote those who work here and are open about both people coming and going (although as I mentioned, the details of why someone leaves must ethicaly remain private). And I remain proud that we are open about who works here, and what they did before coming to Sigil, involving them in interviews, promoting them where we can, etc. No regrets. So even when people do leave and a thread pops up like this on a message board, I still feel strongly that the upsides to promoting people outweigh the downsides and such a policy is better than that of other companies who are much more private about who works there and what they do. We wish Lawrence the best and I know he has a bright future ahead of him wherever he ends up. He contributed a lot to the game and to the company and I consider him a friend. Beyond that, however, the issue is a private one. The bottom line is that with 95 people now at Sigil, and with projects lasting 3+ years, people will come and go. Some will be more visible as their names are known and/or they held senior positions or were with the company for a while. With other people, changes in employment sometimes aren't noticed by the gaming public. For example, we just hired two new people last week, which didn't generate a thread anywhere. Such is life. Anyway, we will continue to be open about who works at Sigil, their backgrounds, etc., and undoubtedly people will continue to come to the company as we naturally grow, and also people will leave for a variety of reasons. And, like I said, those reasons will the vast majority of the time remain private as that's the right way to do business, even with our more open approach in general. Last edited by Aradune Mithara; 03-30-2006 at 04:40 AM.. | |
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| | #41 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 1,227
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| | #42 (permalink) |
| <insert funny comment here> Join Date: Mar 2002
Posts: 1,996
| The point is not that people come and go. The point is why people go. It could point towards a problem with the product or with the company and that should be alarming. For most of the playerbase the name Lawrence Poe means nothing. The fact that a lead designer is leaving the company, that's what makes them curious. It could be harmless, but it could also be a very dangerous sign.
__________________ All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident. - Arthur Schopenhauer |
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| | #43 (permalink) |
| Registered User Join Date: Apr 2002
Posts: 1,227
| I am intrigued as well, but as Brad said, they cannot really comment on it one way or the other. I will wait for the rumours to float through the grapevine one way or the other, I'll admit that I did not know what exactly Poe did in vanguard beyond being a senior game designer. If he was responsable for the wack-a-mole combat, firing him was the bestest thing ever. |
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| | #44 (permalink) |
| Tunare's most surly gnome Join Date: Feb 2002 Location: Sunny Upstate NY
Posts: 1,491
| I spoke to Lawrence Poe on a couple of occasions over the years and I can tell you that he DID know his stuff, I just simply disagreed with him on almost every single topic. The principle area in which we disagreed was in spell mechanics and how magic should work in EQ (and later Vanguard). His was a very utilitarian approach to spell design or the sort seen in World of Warcraft where spell does X damage and the next version of that spell does X+Y damage and otherwise remains exactly the same. He refused to accept the principle tennent of game design that the system has to mesh with the content in order to produce a viable and enjoyable game experience. It wasn't until he left the position of spell designer for EQ, for example, that mobs stopped resisting magic nearly 100% of the time. His spreadsheet showed that only a few pecent of mobs resisted 100% of the time and so he deemed there to be no problem...despite that those few pecent of mobs in the game happened to be nearly every mob in Temple of Veeshan at the time. He's a very talented designer and his work on EQOA was underappreciated and so Im sure that he will find a ready home at another company regardless of the circumstances of his departure from Sigil. |
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