Have you ever wanted to make your own MMOG? Have you ever thought if only you knew how to code you would make an MMOG that rocks? Few of us really think we could do something like that on our own. Well for the past 6 years, Gene Endrody has done exactly that! He has painstakingly single handedly created his own free to play MMOG called Sherwood Dungeon. Growing to over 1 million unique players per month, Gene has shown how far one man with a dream and a little know how can climb. Ten Ton Hammer recently sat down with Gene to discuss the success of Sherwood Dungeon
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One man made all of this? |
Ten Ton Hammer: Tell us about Sherwood Dungeon. For those that are unfamiliar with it, what is it?
Gene Endrody: Sherwood Dungeon is
a free 3D fantasy MMO that runs in your web browser but with the look
and feel of a downloadable client or boxed game. As we don’t require
registration or download, most players can go from discovering the game
to playing it in less than a minute. Sherwood is spread over six
islands and includes a procedurally generated dungeon influenced by
games like Rogue and Nethack. Combat is skill or twitch based as
timing and practice are emphasized over XP level, particularly for PVP
where XP levels have no influence. Sherwood doesn’t use the
traditional tank, DPS, healer trinity and focuses more on an action RPG
style of melee combat. This was intended to make the game more in your
face and visceral. Did I mention that it’s also free? There
are unobtrusive ads that run directly under the game and some optional
pets that can be purchased for $5 each, but all the core elements are
completely free of charge.
Ten Ton Hammer: What inspired you to make the game and tackle a project of this type?
Gene: I started making small shockwave based games in the evenings and
weekends ten years ago while I was working in the console game industry
as a technical art director. These were just small, fun hobby
projects and there were no grand plans or aspirations. I was inspired
by designers like Richard Garriott, who created many of the early Ultima games by himself. The web browser seemed to be one of the few spaces
left where it was still possible to tackle game projects as a solo
developer. By the time development started on Sherwood in 2004, some of
my earlier games and tech demos had already established a small
following and I’d attracted the attention of the Shockwave team at
Macromedia (now Adobe). They nominated one of the projects for a
People’s Choice Award at Macromedia’s User Conference in 2001 and
provided some of the early web traffic. In those early years I wasn’t
expecting any money and I didn’t have a budget per se. I just made
stuff, put it up on the MaidMarian.com website and because those early
experiments were either 3D chatrooms or multiplayer games of some sort,
a player community formed. They were the ones that really
encouraged me to tackle a fantasy MMO and helped establish the emergent
nature of the early Sherwood community.
Ten Ton Hammer: How do you survive six years without advertising or marketing?
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Undead Pirates rock! |

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