Though many examples of rules and gameplay sets were available in older
text-based online games and pen-and-paper products, the earliest crops
of MMOs –
Ultima
Online, EverQuest, Jumpgate, Asheron’s Call, and
others – certainly had to create systems that far surpassed
what was built before them. In many ways, this again was like early
Hollywood, where individuals with intelligence and ambition could
basically “make up the rules” as they went along.
“You have to keep in mind that when we started you couldn't
do things like, say, look up networking problems on Google,”
Hermann explained in his response. ”There was no Google, and
internet capabilities were not as powerful. Beyond that there was no
such thing as MMOs. Our first games we pitched to publishers were
pitched as multiplayer games. They thought we meant things like
Quake or something
and when we described hundreds or thousands of people in a persistent
world, they didn't really understand what that meant. It wasn't until
UO and EQ hit it big that suddenly there was a term and a business
model and the interest started to grow.”
“We used to have these dinners at GDC (San Jose at the time)
where all the MMO people would go - it was maybe like two or three
dozen people,” he continued. “That's where the
first ideas were kind of kicked around and some of the early groundwork
was laid. A lot of those guys are now institutions in the MMO world so
it was really a kind of crazy path from there to here. Also keep in
mind that this took place over maybe the last 10 or 15 years. Before
that most of us were doing MUDs and MOOs and stuff but once it became
mainstream it grew really quickly.”
Over at SOE, Waters had a similar experience when
EverQuest first
broke onto the scene.
“EverQuest
was our first big MMO, and there was a huge amount of learning,
experimentation, and crunch time involved in getting it
right,” he said. “From hardware and tech issues
like scrambling to get enough internet bandwidth to support the
unprecedented demand at launch, to being amazed at the amount of time
and energy players were willing to spend online every day…
there was a lot that came up that no one predicted or planned on, and
we learned a ton those first few years.”
Dating even further back than the original
Jumpgate or
EverQuest, Craig
Alexander actually helped forge the path for those two games with
Sierra’s
The
Realm, a game that still runs to this day.
“It felt very ‘Wild West,’”
Craig stated. “There was a significant amount of unknowns
back then. We had no expectations regarding how long these services
would last. I worked on
The
Realm with Sierra, and it’s been running for
twelve or thirteen years now. There’s really no end in sight
for these games, and I look forward to when DDO and LOTRO pass their
own decade marks as well.”
“You really need that sort of longevity mindset going into
it, and back in the day, we had no idea,” he continued.
“We were still using that film and/or packaged good
mentality. You launch it, you have a big marketing event, and then you
have a nice tail at the end of it where you’d get six or
seven months out of the product. We never guessed that we’d
be talking about the lifespan of these products in terms of decades. Be
proud of the design and the artwork that you do, because it will be
there for years!”
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