Dave Rickey Talks; anyuzer Makes a Movement to Toss Term: "EQ Clone" 06-16-2005, Ian 'anyuzer' Reid |
![]() The guys over at Corp caught up with Rickey. And attempted to gain insight, in a casual style interview sort of way. Really, there isn't too much there to mention but a few of his responses to questions did catch my eye. To summarize, I took real snippets of his responses, and made up my own fake interview.
anyuzer: "So, Rickey. Thank you for letting me steal this bit of commentary from you. Tell me, how did you end up leaving Mythic Entertainment?" Okay, okay. I'm a complete bastard and I'm going to hell for it. Rickey is both a nice, and smart guy, and to completely bastardize his answers like that, is, well, terrible and the stuff of the lowest tabloids. But, in my defense though, there is something interesting about the whole thing. The first is the future of the 'EQ-Clones'. I mean, personally, I'm getting sick of the terminology. EQ Clone? Why is it an EQ clone? Because it's an Online RPG that works on fairly logical progressional elements? C'mon people, wake up and stop bitching. EverQuest was not the devil, it was simply a game that had enough psychological hooks in its design to keep players going. ALL VIDEO GAMES WORK ON THE SAME PRINCIPLES. Alright, lean close, let me whisper something in your ear. Let me tell you a secret. Be ready, it's going to fucking blow your mind though. *pssst* World of Warcraft... wait, wait for it... is really just a bunch of small goals thrown together. YES. That's it. Now you too can make a successful MMO. No. Really, I'm serious. That's basically what makes WoW as good as it is, and such a step up from EQ. EverQuest had the same hooks, they just weren't placed with as much delicacy and thought as WoW. This is primarily because they weren't entirely sure what the hell they were doing, and were basing their game on older games (note: also based on progressional hooks). That's pretty much what made EverQuest work, and it's pretty much what makes World of Warcraft work. Hell, even in the title ('EverQuest') we are given the psychological affirmation that we will have a large number of goals to pursue. Which brings me back to Rickey's comments. He is spot on in pointing out that 'EQ-Clones' are going to be the future of the industry. But what the hell is he thinking when claiming that players will get burnt out, and look for some innovative indy game? A more realistic comment would've been throwing away the retarded: "EQ Clone" label and pointing out the fact that the way the industry is likely to evolve, is being better at placing the progressional hooks, and being innovative in the design of those hooks. A comparison of this would be the RPG industry. Some of the more recent console or PC RPGs have been so smooth in their progressional elements that playing them is much equivalent to one big long moment of goal achieving bliss. (FFXs level system comes to mind as at least an innovative way of implementing constant goal achievement from a progression standpoint). And the next big MMOs that come out (Vanguard, DDO, LoTR, Imperator, etc) will simply either be very good at this (in which case they will do 'decently') or they'll be the best at this (in which case they will eclipse even WoW) or they'll totally ignore these basics of human nature, and fail miserably (woooo Horizons!) Let's face it people, the future isn't EverQuest clones. That phrase has no real meaning. The future is MMOs with finally crafted worlds and brilliant design in regards to player psychology and always rewarding players with constant goal achievement. |
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