End User License Agreement Redux

September, 2000 tweety.bowlofmice.com

Tweety:

So, I’m rereading the End User Licensing Agreement for personal reasons. For the reading impaired among you, that’s the big honking block of text you see when you load the game, under which is a set of buttons indicating your acceptance or refusal of the terms described. You thoughtfully read the text, and click the button signifying your opinion. NOT! More like you grab that mouse, and click furiously, thinking come on come on, I gotta get my fix, come on come on come on, gimme the game here, I’m gonna die if I can’t have my game.
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EverQuest
The Business

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Native Guide

date unknown tweety.bowlofmice.com

Tweety:

Here’s some background - I’ve been a guide since March. I took a month off in protest of some seriously fucked up guide policies, and a total lack of communciation between VI and their customer service staff. I came back to discover Verant got their shit together, and now it’s the players that suck. Some of you assholes are up way past your bedtime.
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EverQuest
The Business

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These Days, It Would Be Fifteen

date unknown everlore.com

(Milo — or whatever you call yourself) wrote,

“I only blow off people who act like dorks — and I ain’t ‘fraid o’ no dork, not in real life or anywhere else.”

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EverQuest
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Not That There’s Anything Wrong With That

date unknown postloc unknown

G Bob:

In reply to:
——————————————————————————–

I dunno, maybe I’m living in a fantasy world but perhaps some people put their integrity and principles above and beyond the almighty buck. Some of us have to live with ourselves.

——————————————————————————–

You know the worst thing about the community job is? You can’t say things like “it’s amazing that somebody with that much man-dick in his mouth is still able to say such stupid things”. Instead all you can say is “I disagree with what you said”.

Hey Binky, I disagree with what you said.

G. Bob
Community Manager
NetDevil

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Ahn’Qiraj Will Be Defeated In One Month

January 28, 2006 nytimes.com

Author: Seth Schiesel

Jeff Kaplan knows what it’s like to try to please all of the people all of the time. Don’t envy him.

As a lead game designer at Blizzard Entertainment for World of Warcraft, the ridiculously successful online PC game that now has more than 5.5 million subscribers, Mr. Kaplan, 33, is a combination of long-term planner, whipping boy, police chief and deity for a rabid global player-base that is about as large as the populations of the cities of Chicago, Houston and Detroit combined. Earlier massively multiplayer online games like EverQuest, which topped out at around a half-million users, appealed almost entirely to hard-core young male players. World of Warcraft, however, has shattered the expectations of just about everyone in the game industry because it also appeals to a broader, more casual audience. And one of the biggest reasons for that appeal is that much of the time, World of Warcraft is a relatively easy game.
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MMORPG design
World of Warcraft
interviews

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What A Difference Two Years Makes

November 19, 2003 EQ in-game, Rallos Zek server

SYSTEMWIDE_MESSAGE Brenlo : In the darkness the shout to engage was heard. Seconds later a huge burst of magical energy could be felt as the Wizards and Shadow Knights engaged, and huge volleys of arrows begin to rain down as one against their target.
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EverQuest

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Itemize This, Itemize That

June 15, 2006 elitistjerks.net (expanded from original post on worldofwarcraft.com)

Hyzenthlei:

I’ve been toying with the idea of how WoW items are balanced on creation for the last few weeks. Here is something I’ve come up with that seems to consistently represent things pretty well, and after posting it up for some guildies I decided to put it here as well.
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MMORPG design
World of Warcraft

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Death Threats

January 14, 2006 worldofwarcraft.com

Kenco:

It’s often said that we will never be able to work out the way threat and hate lists and mobs’ AI works, because it’s too complicated and unknowable, that we’ll only ever have crude approximations and guesses. I’ve conducted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing aggro and the behaviour of taunt. I am also able to debunk a few myths about how threat works.
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World of Warcraft

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Ry Cooder Would Be Proud

April 18, 2005 eve-online.com

Istvaan Shogatsu:

Greetings, everyone – it has been some time since I last stood behind a podium and made a public announcement, so you’ll have to forgive me if I’m somewhat out of form. The reason I stand here before you is to announce that my mercenary outfit, the Guiding Hand Social Club, has completed its most ambitious contract to date.
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EVE

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Not An MMO

December 7, 2007 f13.net

f13.net is Erik Schild.

f13.net:

I’m here with Adam Carpenter, in the parking garage of the Internet (level 3B, for those wondering). So, who are you?

Adam:

I’m the Lead Designer on Fury and the Creative Director at Auran Games.

f13.net:

So we met a while ago and Fury was, at that time, in alpha and you were already giving demos. Unlike the current state, which we’ll get to, what was the climate like back then? Specifically, speaking to the budget and game development.

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Fury
MMORPG design
The Business
interviews

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