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| | #46 (permalink) | |
| Bleeds Orange Join Date: Feb 2006 Location: Beijing, China
Posts: 1,077
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As to why I care about the manner in which he fired people: it speaks to his spineless, slimy character, and I'm disinclined to buy products peddled by spineless slime. Besides that, no reason. | |
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| | #48 (permalink) | |
| Bleeds Orange Join Date: Feb 2006 Location: Beijing, China
Posts: 1,077
| Quote:
b) There's a difference between a company employing people that are scum, and a company being created and run by someone that's scum. If Joe Dick in Microsoft Human Resources is a douchecunt, it doesn't really alter my opinion of Microsoft's software. But if Brad, CEO of a company that only has one to-be-released product, is scum, I don't think it's wrong to let that influence your buying decisions. | |
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| | #49 (permalink) | |||
| Genocide Engineer Join Date: Jul 2002 Location: Georgia
Posts: 1,809
+10 Internets | Quote:
No, being first doesn't make you immune to bad ideas/implementations. Quote:
Quote:
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| | #50 (permalink) |
| 100% Pure Soy Monk Join Date: Mar 2002 Location: Ft. Lauderdale, FL
Posts: 7,447
+107 Internets | I agree with Malakie. Fact is, Everquest is the reason for my fondest gaming memories. I loved the game, for all its faults. However, I'll be the first to concede that it had a lot of faults, even when we didn't have something to compare it to. There were definitely some shit ideas in the game, some of which I'm sure are still in the game. That said, I looked past them as I liked a lot more than I hated. |
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| | #51 (permalink) |
| Garrulous Join Date: Apr 2006 Location: Japan
Posts: 2,041
+5 Internets | EQ was the most immersing game experience I've ever played - to date even. The way it was crafted was so convincing and appealing, I've never felt like part of a world like I did with EverQuest. Every game since EQ has felt "me too", gimmicky and focus-grouped. I agree the genre has progressed in many ways, but nothing as captivating as EverQuest has come around. I've always attributed this to McQuaid and felt like if the planets aligned again, and there was a sensible person there to keep his arbitrary stupidity in check and weed out the bad ideas from the good ones, he could be a very successful creative director for a new MMO. Giving any one person too much control in a project with such a large scale and a huge financial backing is a recipe for disaster. It's not impossible to re-experience the original immersing feel of EverQuest. Many gaming genres manage to do this by putting in creative content and drawing the player into a purposeful setting. Other developers do this quite often. Half-Life (esp. episode 2), Metal Gear Solid, Systemshock/Bioshock, etc. |
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| | #52 (permalink) | ||
| Registered User Join Date: Mar 2002 Location: Hunt Valley, MD
Posts: 164
+5 Internets | Quote:
Quote:
__________________ Jerrith Healerson - 65th level Cleric - EQ1 50th level Bard - Vanguard | ||
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| | #53 (permalink) | |
| Registered User Join Date: Nov 2002
Posts: 562
| Quote:
Was I happy when they changed that? Yes. But it *was* immersive, it was part and parcel to the whole "look you little fuckers, this is our world, these are our rules, make your fun out of living in it." It was part of the whole that has us remembering this shit 10 yrs later, 5,6,7 yrs after some of us quit playing. It comes back to the sandbox vs amusement park issue. Do *you* have more fun on a carefully scripted, fully homognized, all sharp edges removed experience? Or do you prefer something that still has those rough spots, those places and rules that Suck Hardcore; but that give you something to overcome? What about the 5th time? 10th? 100th? Be it sandbox vs amusement park, be it carrot vs stick, be it Human Psychology and how we gain tolerance to experience. We all *want* a 100% pure drip feed of fun. But there's very few places in all of recorded history where that situation has ended well. Humans, as currently wired, need balance; and that means a certain portion of misery for every portion of joy. Be it by design, fate, or purely accidental, EQ gave us a very solid mix of this.
__________________ Macrabra of Dragonblight | |
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| | #54 (permalink) |
| is a little tea pot. Join Date: Jan 2004 Location: Carlsbad CA
Posts: 6,465
+75 Internets | As many faults as EQ has/had, their mistakes is what others learned from and improved on. I would say the only problem EQ had was on the production end. Had they known then what they do now about running the teams and providing content, it could have made for a better game for sure, but different lessons would have been learned. Had EQ not come out first, it would have been Asheron's Call or Anarchy Online. There's a difference between what people like, what people think other people like and what people say they don't want but secretly do, or at the very least, tolerate. The entire paradigm of giving a shit what your consumers say is brand new. There are countless old corporations that don't care what the consumer says and rely on focus groups. I don't know what you guys really expected to happen back then in terms of developer turn around to feedback. Even today, the industry isn't all that transparent. Blizzard is in the unique position that they can do whatever the fuck they want and not have to worry about anyone else. |
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| | #55 (permalink) | ||
| Genocide Engineer Join Date: Jul 2002 Location: Georgia
Posts: 1,809
+10 Internets | Quote:
I'm not saying every second you spend in-game should be enjoyable. Without consequences or the feeling that you have to work for some things, the experience feels shallow. Quote:
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| | #56 (permalink) | |
| Lord of the Dance Join Date: Apr 2002
Posts: 8,796
+166 Internets | Quote:
I'd say that Quake improved on the games that came before it and that Romero was in the right place at the right time but I know enough about his track record since then to know that I should stay the fuck away from anything he puts his hands on. Pretty much the same deal here with EQ. It made MMO gaming popular due to a function of it improving on other games foundations and coming out at the right time. But I know enough about Brad and his track record to know to stay the fuck away. | |
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| | #57 (permalink) |
| Conquest Join Date: Mar 2002 Location: Switzerland
Posts: 5,644
+25 Internets | At this point I am pretty sure that anything that was good in EQ was unintended.
__________________ -retrosabotage- |
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| | #58 (permalink) | |
| Sim Join Date: May 2002 Location: Central Valley, Cali
Posts: 4,154
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I have said this before, VG despite how fucked up of a release it did have, has the best game mechanics out of any mmo that i have played. I havent played all. NO LORTO and no War hammer, but i played more. I still find how they do gameplay more fun then the rest. Game engine is beyond fucked. I dont think anyone will argue that, but the actual combat and classes. Better then the others i have played. I just know next time he's involved i do better research and wait for a damn trial. lol
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| | #59 (permalink) | |
| Bleeds Orange Join Date: Feb 2006 Location: Beijing, China
Posts: 1,077
| Quote:
Other parts of EQ were intended to be enjoyable and they were indeed enjoyable. Guk is an oft-cited example: the dungeon's layout was excellent (intended), the loot tables were tantalizing (intended), and the mob ratios were, at least at the time, pretty damn good (intended) -- but what was probably not intended was the way the dungeon built community and the way the layout led to things like gigantic trains which left players with such great memories (hindsight being rose-colored). In sum, saying all that was right with EQ was unintended is being far too jaded. | |
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| | #60 (permalink) | |
| Lord of the Dance Join Date: Apr 2002
Posts: 8,796
+166 Internets | Quote:
Diplomacy was one of those things where if they had pulled it off, it would have been pretty tits and I liked how it eventually evolved. It's just a shame it never went anywhere. | |
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