In this week’s installment of Ten Ton Hammer Live!, our
intrepid hosts track down the elusive David Georgeson, Senior Producer
of
EverQuest
2 at Sony Online
Entertainment. After capture, Jesse Cox and Benjamin J. de la Durantaye
pick his brains on upcoming changes to
EverQuest 2!
Please note that no animals were harmed during the production of this
podcast, only people.
Jesse
Cox: Tonight, we are especially proud and happy to be joined by EverQuest
II producer
and all around
super guy, David Georgeson. Dave, welcome to the show.
David
Georgeson: Thank you very
much. Glad to be here.
Jesse
Cox: First off, congratulations on the producer job. Hopefully,
everything is going well, yes?
David
Georgeson: Yeah, things are
going well. Like I’ve mentioned to a bunch of people in the
past, the learning curve is pretty fierce, but it’s a really
good team. It’s a great project with depth like nobody can
believe, and I’m really excited to be here.
Jesse
Cox: Can you tell us a little bit about your past at SOE? Where does
one come from to become producer of EverQuest
II?

David Georgeson
David
Georgeson: Well,
I’ve been making PC games for over 20 years now. Started way
back with SSI on the Gold Box series of
Dungeons and Dragons;
the very first computer games for
Dungeons
and Dragons.
I have worked at SOE before. I did
Planetside
with the guys. We put together the world’s only MMOFPS that
earned that name. Then I went away and wandered in the wilderness for a
while making some other stuff and just recently came back to SOE in
February. So, I’ve been producer, director, lead designer on
projects for a couple of decades now, and coming back now,
they’re trusting me with their big project.
I’m honored to be here and glad to be part of it.
Jesse
Cox: Speaking of recently, Sentinel’s
Fate
launched fairly recently
and everyone seems to be having a lot of fun. Dare I ask what is next
for EverQuest
II?
David
Georgeson: Well, sure! The
next update comes out…I don’t think that
we’ve announced a date, but what the heck, it comes out at
the end of the month. We intend to have a lot of really cool stuff
coming out with that. Everybody’s aware of New Halas, so
Halas is coming back to the game, the barbarian hometown. Beyond that,
we have another update before we get to our next expansion pack.
There’s a lot of stuff that we’re doing between now
and then. A lot of the features haven’t been announced yet,
so I’m not going to reveal anything there, but we also want
to make the game a lot more successful and open to the people who
haven’t played it before. We’re focusing in on a
few different things that we haven’t done before as well as
pushing the envelope with other features.
We’ve got the
Halas stuff, we’ve got a bunch of new raids coming out,
we’re continuing to create new dungeons- some of them shared
and some of them are instanced, we’ve got technical features
coming out, revamping the way that people can travel around through the
world, we’re doing a lot to the game. That’s just
in the near future. The long term picture, when we get towards the
expansion, we’re really doing stuff that’s very
different and I think players will get excited about it once we start
revealing it.
Jesse
Cox: Well, this comes to an incredibly long running joke, but in all
seriousness, are there any plans then for a beastlord to be added to
the game at some point?
David
Georgeson: We know that
people would love a beastlord, but honestly, it’s a huge
amount of work. So for right now, no, it is not planned, but that
doesn’t mean that it’s off the table.
It’s something that we keep picking at, figuring out how to
get it done.
Putting in races is a tremendous amount of work. When we do Fanfair in
August, one of the things that we’re going to be doing a
panel on what it takes to put it in a race and what it takes to do all
the accoutrements that go with that race and how it’s all put
together and showing how difficult it is. Beastlords are particularly
nifty because they have their own set of animations and skeletons and
other stuff, so it would be a tremendous amount of work. When we weigh
the amount of work that it would be for that new race against other
stuff that we could do to make the game even cooler, it
doesn’t always make it up on the priority list, if that makes
sense. A lot of the stuff that we come up with, other than that, is
even cooler, so it ends up not making it to the top.
Jesse
Cox: That was a very diplomatic answer. That was very good.
David
Georgeson: It has the merit
of being the truth.
Jesse
Cox: That’s exactly right. You were talking about this
re-introduction to Halas, and basically, the hint we got was sometime
this month, maybe? Before we get into it then, what’s the
storyline there? What can players expect?
David
Georgeson: Well,
I’m not the right guy to ask storyline questions from. A
little bit of it I can tell you. It’s a floating
island…well; I’m not going to get into it because
I’ll screw it up! [laughter] I’ll let the
storytellers tell it all. It has a lot to do with gods and why things
are there and the Coldain and the Rygor orcs and all the stuff
that’s going on. I’m not going to try to mangle
that story; I’ll let that come out right. But, Halas itself
is very cool. We’re re-establishing the barbarian hometown
that was in
EQ1,
and of course, it’s being rebuilt so it is different.
It’s a really good new user experience. I think
it’s the best new user experience that is in the game right
now. I just spent 5 hours playing it last night and I’m still
not quite done with it. I probably have at least another night in it to
get to where I want to be. There are all kinds of interesting things
that we’re doing with dialogue in story. We’re
making a good stab at making people feel more heroic in the beginning
of the game, rather than just killing rats. It’s doing a lot
with it that, in general, is very rewarding. It’s cool
visually; it’s an ice and snow world so there’s a
lot of blue! It’s very well done. I’m impressed
with what the team has done with it so far.
Benjamin
J. de la Durantaye: Is that on Antonica as well? You mentioned
something about a floating island. How do players travel there?
David
Georgeson: The ways that
people get there are either via griffon from Butcherblock or you can
create a new character at New Halas.
Jesse
Cox: This starting city, is it good aligned characters only?
David
Georgeson: Good and neutral.
No evil.
Jesse
Cox: Evil always misses out, but they’re evil so they get the
bragging rights of being cool. Besides this new starting town, is there
anything else about the new patch that you can share with us? About the
new area, at least?
David
Georgeson: The new area, the
details I’ll leave for now. I’ve run into all kinds
of different quests as I ran through it. There is quite a bit to it; I
think there are 60 or so new quests, but in general, the update itself
when we roll out New Halas, there are lots of other stuff coming out
too. There’s the big travel revamp where we simplify how
people get across the world. Right now, you have to do all these
pre-requirements to be able to use the druid rings or something.
We’re going to have a special event where things are
happening in the world where the players themselves get to help change
that. Then there’s a much easier interface for using the
mariner’s bells and all the other ways you use to travel
around the world, so it’s a lot easier to just click and go.
That will make it simpler for people to get together for grouping.
We have a couple of raids that are coming out. The Icy Keep raid and
the Hole raid, as well as big improvement to the battlegrounds. I
don’t know what you’ve heard about the
battlegrounds, but we’re going to open up the level range all
the way to 30. So there’ll be a lot more people that will be
able to participate in the battlegrounds. We’re also doing a
lot of balance tweaks and feature improvements in that area to make it
more fun. As well as the Shader 3 support, which I know you know about.
Then of course, there’s the storyteller window.
Jesse
Cox: You realize that, right now, I have a giant list of questions to
ask just because of what you said. This is perfect; it saves me a lot
of time and effort. So, the Hole? I guarantee you, right now, our
listeners are going…gah...the Hole? I have to know.
It’s clearly a fan favorite. How reminiscent of the Hole zone
in EQ1 is this thing going to
be? Battling your way through this dungeon took a long time, but was
super fun and is this going to be as deep and involved as the previous
incarnation of this thing?
David
Georgeson: Yeah,
it’s pretty big. In fact, some of the designers are still
working on it. Both of the raids support 4 groups of 6 going through
it. They’re pretty serious dungeons, level 90 plus;
they’re big deals. The whole raid itself builds on the lore
from the previous adventure that you remember from
EQ1,
so Master Yael is still involved in it, and the door between realms
is still a big part of it. This time, Master Yael is being a lot more
aggressive and has taken over a lot of stuff to protect the door with
the reason for doing so will be revealed once you go through the
adventure. He’s being extremely overprotective because his
realm, the plane of Earth, is really at risk if he doesn’t
protect it well. There’s a lot going on there. The dungeon is
very, very big, and I think people will have a good time with it.
Benjamin
J. de la Durantaye: That’s awesome. That’s enough
reason to play EQ2 alone.
Jesse
Cox: So you mentioned two new raids. How do they compare to the other
raids, difficulty wise?
David
Georgeson: Difficulty wise?
They’ll be pretty challenging. When you have to have 4 groups
together to take on the raid, it’s going to be challenging.
Of course, like a lot of this stuff, you can moderate the challenge by
how you approach the actual adventure itself. We’re doing a
lot of stuff that way to make it a little more flexible so players can
play it the way they want to. The Icy raid isn’t exactly
Permafrost, but it is spawned from that idea, but there’s a
lot that’s involved that might be reminiscent to players that
way too.
Jesse
Cox: The storyteller system, can you give us some idea what
that’s about?
David
Georgeson: Yeah, I really
like the storyteller arc stuff a lot. When you go through a quest chain
right now, there’s a lot to remember. You go through and you
talk to npcs and you go through the dialogue options, and
there’s a lot of lore that gets written around these
adventures and sometimes it keeps out really well in the dialogue and
sometimes it doesn’t. Plus, players tend to skip dialogue a
lot. What we’re doing with the storytelling arc system is
kind of encapsulating what has happened and why it’s
important as players progress through these big quest chains. That way,
it’s kind of revealed right in the interface when you open up
your journal and there are these arcs that reveal themselves as you go
through. So you can kind of see and easily remember why what
you’re doing is important, what’s cool about it,
and when you get to the end of it, you will see that an entire story
has unfolded. A lot of that is going to be coming out in the expansion
that is coming up, and it will be back-filling into other areas as we
get time.
Comments
Post your comments »
No one has commented on this post yet. Be the first! »