It’s inevitable--as any MMOG nears launch, excitement builds to a fever
pitch and forums, from official forums to fansites to network
communities like Ten Ton Hammer, buzz with activity. Fans who have not
had the fortune to experience beta hang on every word of those who
have. Opinions abound: the game is fantastic; the game sucks; the game
has potential, but likely won’t realize it until the first live update
or two. Those with critical opinions are branded haters; those with
positive opinions are branded fanboys. Players who calmly withhold
judgment until they’ve had a chance to get their hands on the game are
few and far between.
And even the even-keeled player who is withholding judgment has one
thing in common with the others: expectations. While the degree to
which we hold expectations may vary, we all have them; it’s impossible
not to. But sometimes the collective expectations of fans anticipating
a certain game grow out of proportion to what the game can and will
deliver, and that’s when disappointment sets in.
Every developer is tasked with the challenge of generating excitement
for a game without creating so much hype that expectations for the game
exceed the reality of it. Late in 2006, Brad McQuaid, co-creator of
Vanguard: Saga
of Heroes and CEO of the now defunct Sigil Games Online,
was working to meet that challenge. Whether or not he and his team, and
later Sony Online Entertainment, who signed on as publisher and later acquired the rights to Vanguard, succeeded is a matter of
opinion. We talked with Brad McQuaid on the topic of managing
expectations and tried to gain his own perspective.
The Man Behind Vanguard
Before we get into Brad McQuaid’s opinions on managing player
expectations, we should tell you a bit more about who he is. McQuaid is
not only the man behind Vanguard, but also the original producer and
co-designer of many a gamer’s first and
|

Brad McQuaid
|
best-loved MMOG,
EverQuest.
He managed the development team from EQ’s
inception until its launch, at which point he took on the role of
executive producer for the game’s first few expansions. At the time, EQ
was developed by Verant Interactive, of which McQuaid was vice
president. After Sony Online Entertainment, EQ’s publisher, acquired
Verant, McQuaid assumed the role of vice president of premium games
responsible for EverQuest, EverQuest 2, EverQuest Online Adventures,
PlanetSide, and Star Wars: Galaxies.
Brad left SOE in October, 2001 and decided to take a brief break from
game development. But, after a while, he was eager to work on another
MMOG (he often stated to the Vanguard community that he’d dearly missed
the creative, idea-generating part of the development process), and he
founded Sigil Games Online with former EQ cohort, Jeff Butler.
The road to Vanguard’s launch turned out to be a rocky one. Sigil’s
first publishing deal with Microsoft was dissolved, and the word from
Sigil was that the two parted on good terms. In his
recent
blog, McQuaid states that the problem arose when a “regime
change” within Microsoft interfered with a verbal agreement between the
two that Sigil would have the funding and support necessary to make a
top-tier MMOG.
The Sigil team continued work on Vanguard, but in order to meet payroll
and pay the mounting bills, they needed a publisher. They cut a deal
with Sony Online Entertainment, which managed to get them into SOE’s
lineup just in time for the gaming industry’s biggest tradeshow at the
time--E3 2006.
Sigil continued to struggle financially, and eventually sold the rights
to Vanguard to SOE. In mid-May 2007 over half of the original Sigil
staff were herded to the Sigil parking lot and summarily fired. McQuaid
was not in the office when the firings occurred. The rumor mill churned
out stories and accusations, some of which McQuaid either
debunked or
verified, and Vanguard’s
development continued to chug forward with a dedicated but smaller
crew.
Although fans were shaken, many still held fast to McQuaid’s vision and
hoped that Vanguard would deliver the challenging sandbox-style MMO
they’d been waiting for. Due to what McQuaid dubbed “financial
realities,” SOE rushed Vanguard to launch in January, 2007, and its
initial promise fell flat for many fans. Those who weren’t outraged and
disillusioned by the game’s performance issues and lack of polish noted
that Vanguard had great potential, and hoped that in time, and through
various patches and updates, the game would deliver. (It has, but
that’s
another
article.)
After Vanguard’s launch, although McQuaid was said to have taken on an
advisory role with SOE, he vanished from the public eye and resurfaced
only recently with his website and blog,
bradmcquaid.com.
Did over-hype kill Vanguard? While it was a factor, it certainly wasn’t
the only one. Vanguard’s downfall has been analyzed
ad nauseum, so we’d
like to focus instead on what 15 plus years of MMOG-building experience
has taught the man behind the game, Brad McQuaid, about reining in
hype.
Hop on the Hype Machine
When it comes to building excitement about a MMOG, Brad McQuaid has
certainly done his share. He was a well known personality during his
EverQuest heyday, and during Vanguard’s development, he was eager to
discuss the game on its official forum as well as on community and
fansites. But was he able to contain that excitement to avoid
over-hyping Vanguard and
|

The box art
for Vanguard was created by acclaimed fantasy artist Keith Parkinson,
who passed away shortly before Vanguard launched.
|
generating higher expectations than the game
could meet?
“I definitely got caught up in my own hype with Vanguard,” he admits.
In retrospect he offers this advice to developers: “I think it’s very
important to hype only features that you are positive will make it into
the game. As development progresses one becomes surer of what will and
will not make it into the released game. So, over time, you can reveal
more and more about the game with confidence. That said, I think a
certain degree of fan-generated over-hype is inevitable.”
And fan over-hype can indeed be a problem. With any MMO, there are
certain well-informed fans who emerge as evangelists for the game,
talking it up and defending it on official and other discussion forums.
Do these evangelists, who think the game and its developers can do no
wrong, affect the perception of other fans, making it more difficult
for developers to keep expectations in line?
“It depends on how the situation is handled,” says McQuaid.
“The developer can help manage expectations not only by not over-hyping
themselves, but they can also reach out to these zealous and
high-visibility fans and work with them. If the zealous fan
is really working hard to be visible, and to hype your game, then I
think it’s well worth it to reach out to them on a personal level,
shaping the relationship such that he or she is indeed a boon and not a
detriment.”
But how does a developer utilize a hyped fan to his advantage? “If the
over-zealous fan has the game’s interest at heart, and isn’t just
calling attention to himself, I think the developer should work with
him,” says McQuaid. “Give him some exclusive information or making sure
he gets into the beta, etc.”
Comments
Post your comments »
Read all 13 comments and add your thoughts! »