Xitix
09-20-2004, 12:02 PM
From an old
interview (http://everquest.allakhazam.com/news/sdetail414.html?story=414) with Brad McQuaid on Allakhazam's Magical Realm.
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.
interview (http://everquest.allakhazam.com/news/sdetail414.html?story=414) with Brad McQuaid on Allakhazam's Magical Realm.
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.