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August 15, 2007
EQ2 - Interview with Emily Taylor
 

by Mark Arsenault

Everquest 2, from Sony Online Entertainment, has been running strong for almost three years now. There have been numerous expansions and patches that have enhanced gameplay, added classes, new zones and raised level caps. With many years of experience, and many MMO titles under their collective belts, SOE is a dominant leader in the industry. I recently had the pleasure of interviewing Emily Taylor, SOE's new EQ2 Tradeskills game designer. Her work encompasses much more than just tradeskills, as there are a multitude of other game related factors that either directly or indirectly have an impact on the big picture.



Mark: Where were you working before this, and why where you shifted to this new position? I heard you speaking to a few of the folks at the recent SOE block party in San Diego, and you seemed to have a good grasp on the problems they were having from a player's perspective. I assume you must be as much of a player as you are an employee?

Emily: Prior to this position, I was working as Lotus Notes Developer for a small company building custom database solutions. Previously, I have worked as an I.T. manager, an email administrator, database developer, and helpdesk support/administration. This position allowed me to transition into the computer gaming industry, a move that I had been hoping to make for some time as it's an area I've always been fascinated with. I played the original EverQuest since 2001 and have been heavily involved in EverQuest II since it was released, so I am definitely a devoted player and very familiar with the world of Norrath.



Mark: Do you have any plans for any major overhaul to the entire crafting system, or are you strictly making changes as needed? Are the changes you typically make driven from above, or primarily from player feedback?

Emily: "Major overhaul" is a subjective term, what one person might consider major, another might not, so this is a difficult question to answer. From my point of view, at this point I am only making changes as needed, but some of the needs are quite large, so that can still involve a significant degree of change. The driving force behind any change varies, depending what it is. I have been an active member of the EQ2 crafting community since release, and so I came to this position with already a long list of changes that in my opinion needed to be addressed, and I started working on these right away. Other changes have been requested "from above" for various reasons, and of course, the crafting community has also been quite vocal with their suggestions, and sometimes if I see a particularly good one I will add it to my list. Quite a lot of the requests and ideas that I've seen come from players have actually already been on my own to do list, or are even already under development, so there's a lot of overlap. Just because a player posts an idea on the forums and then it happens a little later, doesn't necessarily mean cause and effect. The best scenario is when the suggestion comes from me, from the players, AND from above -- that means it's a change that everybody wants, and everybody will be happy when it happens!



Mark: Is working with trade skills the only thing you will be doing, or are there other aspects of the game you are involved with? Do you foresee adding any new trade skills in the future, or just making enhancements to existing ones?

Emily: As I rapidly discovered after starting in this position, there's no such thing as "working with trade skills" only. Tradeskills is actually a very broad area that requires sticking my nose into all sorts of different aspects of the game. It can cover everything from itemization of the equipment to be crafted, to artistic decisions such as what graphic to assign to which armor or what furniture to give to carpenters, to creation of recipes, design of quests, placement of items in the world, manipulation of raw data such as harvestable drop rates, creation of factions, faction merchants, balancing XP gain numbers, and a huge amount more that I haven't even started to get involved in. Although it's almost bewildering to me how many diverse areas I can dabble in, and it's very challenging to learn such a broad range of skills and tools, it's also a great experience for me because I get to do all sorts of different and interesting things all the time, which designers who are more focused on just one task might miss out on.



In a game that is already well established with a dedicated fan base, the best any company can hope to do is maintain their current subscriber list and hope for the occasional friend or co-worker of an existing player to be drawn into the fray. Keeping things fresh, making subtle tweaks and improvements to the game over time (coupled with the occasional expansion), is the best way to ensure longevity and continued success. In my opinion, it is people like Ms. Taylor working on such details behind the scenes that are ultimately responsible for maintaining a certain polish to the game, keeping existing players interested while also giving newcomers something to be impressed with. Thanks, and keep up the good work!

 
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