GameSpot Talks to Brad

Since more has happened since Allakhazam talked to Brad McQuaid, read GameSpot's interview with him to find out the latest on his upcoming venture. GameSpot talks to the EverQuest creator about his new studio, the online game market, and what he would like to see in future online games. GameSpot recently interviewed Brad McQuaid, one of the creators of the popular online role-playing game EverQuest. McQuaid shared his thoughts about his recently announced new development studio, the online game market today and in the future, and what he would like to see in future online games. GameSpot: Things have changed in the online game world since EverQuest was created. What are some of the biggest changes you've seen recently? Brad McQuaid: We've seen more and more interest, with more companies either starting work on MMOGs [massively multiplayer online games] or at least contemplating it. This is a good thing, in that the MMOG game space will continue to grow rapidly over the next 5 to 10 years. Players will be looking for more choices, as well as better and more robust MMOGs as the genre matures. GS: Where is your new studio based? How many employees do you have now or plan to have in the near future? BM: We're based in the San Diego area, and while we have many key people lined up, we've not yet begun the hiring process because we're still exploring different funding and publishing deals. Once we've cut a deal, the hiring process will begin. As for how many employees, it's our plan to start small and only grow as needed. It might take 30-person-plus teams to finish an MMOG, but it doesn't take that many to start the development process. GS: Can you give us any hints as to how your upcoming game will be similar to or differ from EverQuest? BM: No, can't really say much of anything about the new game because we've a variety of opportunities that could very well significantly shape what kind of game this will turn into. GS: When EverQuest was released, the online game market was much less competitive than it is now. Do you think your upcoming game will be able to match the success of EverQuest? BM: Actually, I still don't think the MMOG game market is very competitive. EverQuest didn't hurt Ultima Online much, and Asheron's Call, Anarchy Online, and Dark Age of Camelot didn't do much to EverQuest. Each MMOG launched tends to grow the game space far more than steal from each other's subscriber base. And I think this will be true for quite some time. As for the success level of our new game, let me just say that if we didn't think we could match or exceed EQ's success level, we'd probably not be nearly as interested in doing all of this. I think anyone who creates something, whether it's a game, a music album, a book, or whatever, wants to go to the next stage with their second creation--it's a natural desire. While they're very proud of their first creation, they feel a need deep down to keep going, upward and onward. GS: How do you plan to make your new game stand out from all the other current and upcoming online games? BM: Without going into any detail, we believe we've nailed down the types of features and game mechanics that need to be implemented in upcoming third-generation games. And while other developers may or may not come to similar conclusions, we also feel our track record and experience gives us a great chance at ensuring our execution is outstanding. GS: Recently we've seen some games offering free "reevaluation" offers to lure customers back. How many online role-playing games can the market support at one time? Is there a limit? BM: I don't necessarily think that the "reevaluation" options are necessarily indicative of market saturation. Rather, I think they're an attempt to regain previous customers who became burnt out playing their game and have left. And as I mentioned earlier, I think the game space will continue to expand. Think about the number of new computer buyers every day, and then think about the number who are just discovering the Internet. How many of them might be interested in a massively multiplayer game? I think a lot, and I think until the vast majority of people are jacked into the Net that the game space will grow more than the existing games within that space will compete. GS: In your announcement, you were quoted as saying, "We believe we have just begun to explore the possibilities of this genre." Can you talk about some of the things you'd like to see in upcoming online games? BM: I'd like to see more games, and therefore more options. More themes and settings, more advancement mechanisms, and content that appeals to hard-core gamers, casual gamers, and everyone in between. I'd also like to see vast virtual worlds developed, but full of depth and detail, and I'd like to see those worlds become more dynamic. I'd also like to see players' decisions and actions shape their world. GS: How will the advances in technology in the past couple of years change the way you develop your upcoming game? BM: As you know, MMOGs tend to push technology harder than just about any other genre. An MMOG engine really needs to be a "do everything" engine. They need to do indoors and outdoors, all sorts of environments, and be able to display vast numbers of character models. Players want to be able to configure their character's appearance, to explore a detailed world, to be able to travel anywhere (as opposed to traveling a set linear path). All of this is very different and much more demanding than, say, a first-person shooter. So really just about any advance in technology is going to help us accomplish the above all the better. More RAM, faster 3D cards, faster CPUs, better Internet connectivity--all these things are great and we've every intent to take advantage of the latest technology. GS: Do you have any target date for when the game will be complete? BM: No, because again that depends on exactly what game we end up doing. While we're investigating the technology and working with several design ideas, we've not yet signed a deal and committed to a specific project. GS: Considering the huge amounts of time many people spend playing online games, what's your idea of a healthy balance between games and real life? How much time do you spend playing online games? BM: With some additional free time lately, I've been playing EQ about 4 to 5 hours a night, most evenings of the week. But this will undoubtedly decrease again once we're further along with the company and the project. I think that like any other compelling form of entertainment people need to be careful and use moderation. Playing the heck out of a computer or video game, or watching TV all day, or just about anything else in excess will usually lead to all sorts of problems. Not only will you become burnt out with something you truly enjoy, but also other aspects of your life might be harmed--jobs, relationships, etc. So take it easy and keep in mind both moderation and variety. GS: Thanks for your time, Brad, and good luck with your new studio. BM: Thanks very much! By Trey Walker, GameSpot PC [POSTED: 01/11/02]
Tags: General, News

Comments

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Harr
# Jan 14 2002 at 1:11 AM Rating: Default
I have never posted before but must take exception with the above post - I think that EQ is still the game that sets the standards for all other games - I found doac dispite all of its hype not to be near the game eq is today or will be tomarrow - True luclin did and does have problems but dispite that it still offers players more choices and experiences than any other game - many people like myself bought doac to see what a new generation game would be like and i was for one highly disapointed - It is not nearly as sophisticated a game as EQ and does not offer near the challanges - True many people bought doac and are playing the game now but how many will still be playing a year from now - In my guild in doac almost all have gone back to EQ and either dropped there account for doac or it is dormant- Outside of being able to color your armour and put your guild on a cloak what does it offer - The graphics are not realistic and everything is small - its different but its not better - DOAC account gone at the end of the month - I much prefer EQ -
???
# Jan 13 2002 at 10:53 AM Rating: Good
That was a well-written piece of non-claptrap if I've ever seen it.

(let's hope sarcasm is not lost on mr. rocktitan)
MMOG Market
# Jan 12 2002 at 3:09 PM Rating: Excellent
I disagree with Brad in his evaluation with regard to market share. Particularly in regard to DAOC and how that Effects EQ.

DAOC by far is the one game that has ranked quite high on player reviews, more so than any other game - including EQ, and especially since EQ's recent expansion Luclin.

The significance to the market, is that many people who played EQ did, in fact, leave EQ to play DAOC. Their player base is a portion of EQ's player base. And when all is said and done, in truth the real issue that people seem to completely ignore, is NEW players to the MMOG market, NOT keeping existing players. Lets discuss this aspect a little.

From personal observation of my own family, as we have over ten accounts, those that played EQ and now play DAOC did not cancel their accounts; not one. However only I of all the family still play EQ. For that matter much of my guild left to play EQ. Their rationale for keeping their accounts open and active on EQ was in anticipation of the coming Luclin expansion released just last month. Many players were going to compare Luclin with DAOC and make that their final determinant for a single game.

With Luclin's huge release bugs, and problems. Not one of my family members have bought the expansion - except for me. I think the majority of accounts on EQ went out to buy the expansion, but also the majority were extremely disappointed because of a terribly bugged product, and an unfinished and rushed product. Some things that players were expecting were multiple new chat channels for raids for larger groups, player implimented merchant abilities, new game interface, upgraded spell graphics, and upgraded sound. All in all, a lot of things just fizzled, and it shows up in all the reviews. I personally have not read one review that DOESN'T feel the Luclin expansion was not at the potential of EQ or comparable to DAOC.

A few of my family members have as of a couple of weeks ago chose to quit their EQ account. Others still keep it active, and find a serious dilemma to kill off a character they have worked on so long. But not one person, aside from myself, continues to play EQ.

I beieve you cannot determine market share or how DAOC affected EQ so early in the game. Simply said, so many people are and were hoping Luclin would get them back into a game they spent years developing characters on. And considering all the bugs, and "promises" they are still holding on. I believe that hope is dying slowly as player characters find out that the issues they came to despise are still practiced and fostered by Verant. All in all, speaking of success stories - DAOC did in fact have an impact on the market that won't be immediately recognizable for a couple more months. It's a tug of war for many players of EQ and DAOC that will eventually be one by a company that can hear the demands of their player base. When another company provides another launch like DAOC the tug of war will begin to be even harder for EQ.

So, if EQ is to succeed it needs to do something very radical, and not simply focus on championing how DAOC or any other game did not significantly hurt their player base. As for NEW subscribers to the MMOG market, I seriously doubt EQ has much to champion there. EQ cannot win new customers by parading how little its existing market share has changed. In observation, that's all it can do with what we saw from the Luclin release. Over time that existing market share will decline.





Edited, Sat Jan 12 15:20:59 2002
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