A selection of quotes from nightly /feedback reports that amused me, interested me, or made me think. Sometimes I sure wish I the feedback reports could tell me the context behind the report; particularly for that first one. I wonder what was happening!
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Text: confine gnomes.
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Text: I've actually become bored with typing this but we **NEED** more hotbars... My warden is overwhelmed with not being able to organize herself/her abilities because of this. And to answer the question some GM's have asked, NO... it will not be a screen full of hotbars... My monitor is HUGE and you have so kindly added the ability to make the hotbars smaller in size. Please add more hotbars, it is making the game unplayable.
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Text: All I want for Christmas is to be able to throw snowballs while flying. No, seriously, snowball fights in the air would be amazing, please.
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Text: stop cursing me!
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Text: It would be cool if you guys could design a "Dressing Room" for the mounts. for example, the horses have like 10 different types of armors that you can get, but given that you can custonize your character's armor and weapons to be he exact way that you want it, its insanly hard to find a mount whos colors / armors match.
You could set up a series of colored plates that have the graphics that already exist, but let us pick and choose what goes where to add personalization to our various mounts.
Thank you for your time.
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Text: We need Dragon Flying Mounts. Preferably actual dragons like Woushi or the ones in Vanguard.
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Text: Scouts get an unfair advantage over casters, Nerf Them ffs
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Text: a second thought that just passed my head is i think this rating system is dumb. it is just another outlet for angsty people to put others down anonymously and hurt their feelings when someone has worked extremely hard on their home. I think its cool that you can visit other peoples houses with the click of a button but i believe that rating system has to go before someone ends up getting hurt emotionally too much from jackasses on the game.
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Text: Exorcise is cool. Thanks! It's kinda like a half-infusion, only with added penalty. Kinda what I've been wanting - so thanks!
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Text: I would like to suggest adding a few new recipies for Carpenters. Specifically, new trees! :)
Currently, Carpenters can make only one standalone tree -- the Nektulos Pine. It's a very well liked and well-used tree among decorators. Unfortunately, for everything else we must rely upon Grottos and faction merchants, while our crafters are left with the same old recipies.
There are so many wonderful trees ingame already that would make perfect Carpenter-crafted items. Just a few that come to mind are: the beautiful fruit trees in Conservatory, the lightly snow-frosted pines in Eastern Wastes, the stately green and blue-flowered ornamentals in the new Felwithe Mansion, the massive sweeping canopies of the Kunzar Jungle trees, the dark pines of Darklight Woods, the twisted frozen trunks of the Great Divide pines, the tall swaying palms of Kerra Isle, the Void-twisted trees of Toxxulia Forest, or even that cute little decorative palm from Toxx (that is now the "Warden tree").
I do hope you will consider adding some, if not all, of these to our recipies! There are more than enough trees, plants, and shrubs in this game already to keep Carpenters, vendors, and grottos busy for quite some time -- and EQ2 has an amazingly creative team of designers to add even more :)
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Text: you need to change the loggin music back to the original. i like to logg in to pleasant music and the new music is so annoying and depressing that sometimes i just exit right back out of the game without playing because it bugs me so much.
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Text: The two new dynamic dungeons are AWESOME! I'm having loads of fun with these. I can play the level 90 versions in a full group with my friends, and I can mentor and play a lower-level version in a duo or trio, so it's perfect. I really love that you can get shinies in the mentored versions, too. More like this please!!!! :D
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Text: bring back /gems from eq1 :P its way overdue.
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Text: loving the new sign house items! any chance we could get something similar with paper notes we could leave for people - maybe vertical ones pinned to walls, or horizontal ones for placing on desks? am massively into organising treasure hunts in my houses, and at the mo i've been having to use books, but they're not always appropriate!
ta muchly! :)
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Text: Need more solo content
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Text: I would like to see a new quest in runny eye the gathering to save the hobbits that the goblins are cooking
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Text: Beetle Herding ... the ENTIRE quest line should be changed so you DONT need the wait for the spiders to get in JUST the RIGHT spot.
There should be a trap-door spider that kills them as soon as they get to the ROCK !!!
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Text: We need pink wings in the game, maybe some can be made for Erollisi Day this year. Or sooner. A multitude of colors for Frostfell time.
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Text: it would be neat if when you destroyed some item, no matter what it was, your character would actually animate and throw an item into the nothing.
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Random thoughts related to MMOs, gaming, in-game tradeskills, and real life crafting.
Sunday, September 11, 2011
Saturday, August 13, 2011
What do game designers do anyway?
We recently posted a job opening on the EverQuest 2 team for a game designer to fill my old role managing tradeskills. As most people know, I was hired directly from the player community, without any game design experience; in fact for many years I was an I.T. manager responsible for all things I.T. related in the Sydney, Perth, Melbourne, Brisbane, Adelaide, and New Zealand offices of my previous company. So, some general business/I.T. knowledge but not related to gaming. And my hiring worked out very well, so the company is once again considering applications from the player community to fill the role.
I've noticed two interesting things from the comments made on various discussion forums about the job.
First, seemed like 90% of the comments took the form of "Wow, I'd love to do this BUT I can't because...", where "reason" was generally "too far away/can't move/don't know how to program/not qualified/health reasons". These comments made me very sad, to think that so many people see this as a job they would love, but feel prevented by so many reasons from actually trying it. I certainly understand that people have many different things that might prevent them, and health issues are hard to argue with in particular. But most other issues are surmountable if a person really, truly, passionately wants to do something. Heck, I sold a condo, moved from Australia, and took a fairly significant pay cut from an IT manager's salary to take the job in the first place, because it was what I genuinely wanted to do and an opportunity that might not have come again. I've never regretted that. I hate to imagine that any of these posters WILL regret not doing the same. As I wrote in one thread, you might not get the job if you apply, but you're GUARANTEED not to get the job if you don't apply.
Second thing I noticed is that a large number of players don't seem to understand at all what a game designer even does. Several people mentioned that they can't program, when nowhere in the job description did it even mention programming as a requirement. Game designers don't program. NONE of the game designers on EQ2 program. Some of us have done some basic programming in the past (including me) but others haven't and none of us NEED to do it as a job requirement. The most we ever do (and not all of us) is some basic scripting language stuff, and that's only on rare occasions for most of us. For the most part, game designers work with the tools that the actual programmers - the code team - provide for us. We do most of the creative work. We come up with the ideas for the stories, we write the text of the quests, we name the items you get, we decide what the zones and monsters should look like, we assign what stats are on equipment, what your spells do, what components are going to be required to make which recipes, we name the NPCs and dress them up.
Here's an older post that Josh "Autenil" Kriegshauser made on the SOE blog describing some of the different job titles that work on a game. In particular, about designers:
As a tradeskill designer I did a lot of work with Excel spreadsheets, working out the details of massive numbers of recipes which I either created from new or revised. By the time I was hired, sub-combines had been removed from the recipes but there was still a lot of cleaning up needed for consistency's sake, not to mention all the new recipes for Kunark that I joined just in time to work lots of overtime creating. I also spent many, many long evenings at home watching DVDs while updating the stats on older crafted gear that had gotten out of date, a slow and painful process. (Nowdays our itemization designer Silius has a tool - which a programmer made for him - that allows him to update stats more easily so he can maintain the tradeskilled item stats, but back when I joined the team I had to do it all by hand myself ... uphill barefoot in the snow ... you get the idea!) I also added lots of tradeskill quests, which I consider an important part of the changes I made to tradeskills. Learning to write quests well takes some time, and my first ones were not exactly brilliant, but I soon figured out what worked well and what didn't and what was fun. It didn't take long till I was helping out with non-tradeskill quests too as needed, and helping new apprentices learn the tricks. As tradeskill designer I also kind of inherited housing and furniture, since the carpenter class makes furniture and nobody else was very interested in it, so it ended up falling mainly to me to request/repurpose/make various new house items for all the other designers who needed an extra quest reward or faction item here or there. During the course of all this I did learn a little scripting and write a few perl scripts, but it's nothing I couldn't have lived without. I don't like to ask people for help so I usually figure stuff out on my own, but as a team we're always happy to help each other out when needed and we all give and take pretty evenly. One of the best things about being the tradeskill designer was that I had a chance to learn a little bit of almost everything, because tradeskills is a pretty broad area when you think about it. Itemization, quest writing, collections, house items, even making and populating new zones for some of the quests; I became a bit of a generalist and jack-of-all-trades which was great in my opinion since it meant I could help out with almost anything as needed. Pretty much the only thing I didn't ever get into was raids and boss fight design, but we've had some great designers doing those very well for as long as I've been on the team so there was never any need (though I imagine if I'd really wanted to get involved, I could have asked to help; I always had other things I wanted to do first for tradeskills though). So anyway, yes - a very broad opportunity to learn some very diverse things, and for someone looking to join the industry for the first time I think it's going to be a great position to start in for this very reason. And no, no programming required.
Nowdays I'm on the production side, which Autenil's blog also describes briefly. My role so far is fairly diverse and hard to describe in detail but basically boils down to keeping everything running and making sure nothing important gets missed. I don't tell designer A to make this raid and designer B to make that raid, but I might notice that the lead designer hasn't planned any raids for the next game update and check if that was intentional or an oversight. It's definitely a change from the tradeskill designer role but so far I'm not regretting the promotion; I love tradeskills and I loved working on them but after four years I was starting to feel a little tired, as if there wasn't a lot more new to learn there. And I firmly believe the tradeskill system will benefit from someone with fresh eyes taking a new look from a new perspective and possibly seeing things that I wasn't seeing. So now I'm learning new skills which always makes me happy, and able to help the team in new ways too which also makes me happy. :) The last associate producer we had on EQ2 has just taken over as producer on the FreeRealms team, and the one before that has recently gone off to be a producer at Zynga. I'm not sure if I want to be a producer one day; there still seems to be a daunting amount to learn just as an associate producer, so for now I'm just happy learning that. And who knows what other opportunities will come along while I'm busy learning? There always seems to be something new.
I haven't seen all the applications coming in for the tradeskill designer position yet - HR and our fearless leader the producer are handling all that so far, and besides I'm on holiday this week - but I know we've received quite a lot and I'm looking forward to meeting my new replacement once the process is complete. Good luck to whoever you are - and well done for going ahead and applying without adding a "BUT I can't because ..." clause! I'm sure you won't regret taking the job, I certainly haven't.
I've noticed two interesting things from the comments made on various discussion forums about the job.
First, seemed like 90% of the comments took the form of "Wow, I'd love to do this BUT I can't because...
Second thing I noticed is that a large number of players don't seem to understand at all what a game designer even does. Several people mentioned that they can't program, when nowhere in the job description did it even mention programming as a requirement. Game designers don't program. NONE of the game designers on EQ2 program. Some of us have done some basic programming in the past (including me) but others haven't and none of us NEED to do it as a job requirement. The most we ever do (and not all of us) is some basic scripting language stuff, and that's only on rare occasions for most of us. For the most part, game designers work with the tools that the actual programmers - the code team - provide for us. We do most of the creative work. We come up with the ideas for the stories, we write the text of the quests, we name the items you get, we decide what the zones and monsters should look like, we assign what stats are on equipment, what your spells do, what components are going to be required to make which recipes, we name the NPCs and dress them up.
Here's an older post that Josh "Autenil" Kriegshauser made on the SOE blog describing some of the different job titles that work on a game. In particular, about designers:
Designers breathe the lifeblood into the game. They write quests, set up NPCs, populate the world, create items and scribe spells. Some designers focus on Mechanics (spells, balance, achievements, etc) while others focus on Content (NPCs, Quests, Lore). Tradeskills are also an important part of our world and some designers work exclusively on Raid Encounters. While most of designers’ work is done in tools written by Programmers, designers may learn skills such as scripting as they level up.
As a tradeskill designer I did a lot of work with Excel spreadsheets, working out the details of massive numbers of recipes which I either created from new or revised. By the time I was hired, sub-combines had been removed from the recipes but there was still a lot of cleaning up needed for consistency's sake, not to mention all the new recipes for Kunark that I joined just in time to work lots of overtime creating. I also spent many, many long evenings at home watching DVDs while updating the stats on older crafted gear that had gotten out of date, a slow and painful process. (Nowdays our itemization designer Silius has a tool - which a programmer made for him - that allows him to update stats more easily so he can maintain the tradeskilled item stats, but back when I joined the team I had to do it all by hand myself ... uphill barefoot in the snow ... you get the idea!) I also added lots of tradeskill quests, which I consider an important part of the changes I made to tradeskills. Learning to write quests well takes some time, and my first ones were not exactly brilliant, but I soon figured out what worked well and what didn't and what was fun. It didn't take long till I was helping out with non-tradeskill quests too as needed, and helping new apprentices learn the tricks. As tradeskill designer I also kind of inherited housing and furniture, since the carpenter class makes furniture and nobody else was very interested in it, so it ended up falling mainly to me to request/repurpose/make various new house items for all the other designers who needed an extra quest reward or faction item here or there. During the course of all this I did learn a little scripting and write a few perl scripts, but it's nothing I couldn't have lived without. I don't like to ask people for help so I usually figure stuff out on my own, but as a team we're always happy to help each other out when needed and we all give and take pretty evenly. One of the best things about being the tradeskill designer was that I had a chance to learn a little bit of almost everything, because tradeskills is a pretty broad area when you think about it. Itemization, quest writing, collections, house items, even making and populating new zones for some of the quests; I became a bit of a generalist and jack-of-all-trades which was great in my opinion since it meant I could help out with almost anything as needed. Pretty much the only thing I didn't ever get into was raids and boss fight design, but we've had some great designers doing those very well for as long as I've been on the team so there was never any need (though I imagine if I'd really wanted to get involved, I could have asked to help; I always had other things I wanted to do first for tradeskills though). So anyway, yes - a very broad opportunity to learn some very diverse things, and for someone looking to join the industry for the first time I think it's going to be a great position to start in for this very reason. And no, no programming required.
Nowdays I'm on the production side, which Autenil's blog also describes briefly. My role so far is fairly diverse and hard to describe in detail but basically boils down to keeping everything running and making sure nothing important gets missed. I don't tell designer A to make this raid and designer B to make that raid, but I might notice that the lead designer hasn't planned any raids for the next game update and check if that was intentional or an oversight. It's definitely a change from the tradeskill designer role but so far I'm not regretting the promotion; I love tradeskills and I loved working on them but after four years I was starting to feel a little tired, as if there wasn't a lot more new to learn there. And I firmly believe the tradeskill system will benefit from someone with fresh eyes taking a new look from a new perspective and possibly seeing things that I wasn't seeing. So now I'm learning new skills which always makes me happy, and able to help the team in new ways too which also makes me happy. :) The last associate producer we had on EQ2 has just taken over as producer on the FreeRealms team, and the one before that has recently gone off to be a producer at Zynga. I'm not sure if I want to be a producer one day; there still seems to be a daunting amount to learn just as an associate producer, so for now I'm just happy learning that. And who knows what other opportunities will come along while I'm busy learning? There always seems to be something new.
I haven't seen all the applications coming in for the tradeskill designer position yet - HR and our fearless leader the producer are handling all that so far, and besides I'm on holiday this week - but I know we've received quite a lot and I'm looking forward to meeting my new replacement once the process is complete. Good luck to whoever you are - and well done for going ahead and applying without adding a "BUT I can't because ..." clause! I'm sure you won't regret taking the job, I certainly haven't.
Saturday, July 23, 2011
Red shirt!
Normally I wouldn't bother to repost this, but today it seems rather appropriate, so ... =)
Your results:
You are Mr. Scott
Click here to take the Star Trek Personality Quiz
Your results:
You are Mr. Scott
|
Click here to take the Star Trek Personality Quiz
Sunday, July 03, 2011
Influence of Gaming
I caught this NPR program on the influence of gaming as I was driving around today. Interesting listening.
Link to the whole episode
Link to the whole episode
Sunday, June 26, 2011
Great Expectations: in-game stores
People are strange. In particular, people's reactions to in-game stores are strange. In-game microtransactions seem to bring out very mixed and contradictory feelings in people, and at the same time seems to blind them to the fact they're contradicting themselves.
Some things Dave "Smokejumper" Georgeson said in one of his early interviews after joining the EQ2 team expressed a truth of in-game stores in general that I think is often overlooked. In this interview with Zam, he said:
Anyway, no real deep & meaningful conclusion here or anything, just an interesting thing I've noticed when I watch people talking about in-game shops in computer games. I am slowly developing a few theories as I watch. Anybody else care to speculate on why folks don't have the same expectations of the in-game stores as they do of real world ones?
Some things Dave "Smokejumper" Georgeson said in one of his early interviews after joining the EQ2 team expressed a truth of in-game stores in general that I think is often overlooked. In this interview with Zam, he said:
"I'm a big fan of microtransactions. As a player, I'm a fan of them. And the reason I'm a fan of them is if the content isn't good, then the developer doesn't make any money."and,
"It's just basically choosing how you spend your money, whether or not it's entertainment that's of value to you. 'Cause it's completely optional; none of this stuff is required, if you don't want to pay for it you don't have to."
Now, it's true that there are some games where the purchased items grant actual in-game power so could be considered essential, but for many games that's not the case. For many games, including the one I work on, it's entirely possible to never buy a single item from the in-game store and be at no disadvantage whatsoever within the game. It's totally optional. And yet, here are two things I frequently see people say about these kinds of items in these kinds of games:
1. They proclaim that the existence of an in-game store is horrible and, they will never use it; and they ask, often in the same sentence, why all the items in it suck so much, saying they're so terrible, they don't want any of them, why can't the designers do better.
2. Sometimes, if a new item comes out in a game I play that I think is pretty neat, I will link it on Facebook or on twitter. And often, a bitter sounding person will reply along these lines: "well *I* sure won't be buying it, because it doesn't have (X) / isn't (Y)".
These both confuse me.
In #1, the person seems to be confused about what they actually want. If they really dislike in-game stores in general and don't want them to exist, then they should be rejoicing if the items in them are completely undesirable, because then nobody will buy them and the store may be abandoned. And if they really don't ever want to use an in-game store then it seems rather masochistic to be complaining the items aren't something they would want to buy. It sounds as if the #1 type of person actually does want to buy things, and dislikes the store primarily because it's not selling the items that person wants to purchase.
In #2, while this might be a true statement, I'm always puzzled why someone would even bother to post it. The implication seems to be that the game designers were expecting every single person to love and buy it, that the company thinks they should want to buy it. Well no, not if you don't like it. That's like if I linked a photo of a pizza and said it is now available if anybody wants some, and someone replied that they only like hamburgers so they won't be eating my pizza, which would be much better if it were a hamburger instead and clearly the cooks must be stupid to make pizza. Well, yes, if you don't like pizza then don't eat it. This seems pretty obvious, good plan. Well done for figuring that out, but why even bother posting bitterly back about it? And why does everything have to be hamburgers, when there may well be people out there who do like pizza?
That's the beauty of completely optional and nonessential content, isn't it? If you don't like it, don't buy it. If I walk into a clothing store I certainly don't buy every item in it; I usually don't even like most of them. That doesn't mean I'm going to run up to the sales clerk and hold up a pair of jeans, bitterly shouting that I would have bought them if they'd also had 4 additional pockets but they don't so I'm not going to. Stores offer a wide selection of items that will appeal to a wide variety of people. Very few people will like everything, and it's probably better that way too or we'd all end up looking identical if we all had exactly the same tastes! I think pretty much everyone understands this when they walk into a clothing store, so it remains a bit of a mystery to me why some people seem to get so bitter when not every single item in a game's in-game store appeals to them personally.
Anyway, no real deep & meaningful conclusion here or anything, just an interesting thing I've noticed when I watch people talking about in-game shops in computer games. I am slowly developing a few theories as I watch. Anybody else care to speculate on why folks don't have the same expectations of the in-game stores as they do of real world ones?
Tuesday, June 07, 2011
New position! aka, WWSJD?
So, apparently it's been far too long since I updated this blog; and the reason for that is that just when I thought work was already flat out busy, I accepted a new position, and it got suddenly EVEN BUSIER.
So here's a quick catch up.
If you're even bothering to read this blog then you probably already know that since May 2007 I've been a game designer on the EQII team, in charge of the tradeskill system among other things. The "other things" have varied and slowly grown over time, but tradeskills has been my consistent main focus. As tradeskill designer for EQII I've shipped 4 expansions (Rise of Kunark, The Shadow Odyssey, The Sentinel's Fate, and Destiny of Velious, plus EQII Extended); and during this time I've worked under four Producers for the EQII team: Gallenite, Froesch, Brenlo, and now SmokeJumper.
However, work is about learning and growing, and four years doing pretty much the same thing is a long time, for me at least! Not that I don't love the tradeskill system in EQII, because I certainly still do; but the tradeskill system itself (or any game system really) benefits from different perspectives and different opinions, and having the same person making all the decisions forever and ever would not be a good thing, ultimately, either for the game or for the person.
So, when I was offered the opportunity back in April to try a new role, I decided that both I and the tradeskill system would benefit from fresh perspectives and challenges. The new role is Associate Producer, still on the EQII team, and it was announced in this interview with Paul "Frizznik" Carrico, who's taking over the tradeskill duties in my place. Frizznik certainly won't think about tradeskills in the exact same way I do, and he'll see different priorities than I did, but I think that overall that can only be a good change to keep the tradeskill system from getting stale.
During the years I've been on the EQII team we've had a number of wonderful Associate Producers helping the various Producers, but during Brenlo's time the last of them left the team for various reasons (one to become the new producer for FreeRealms, in fact) so for the past year we've had none: just SmokeJumper handling it all on his own.
As was also announced recently, Dave "SmokeJumper" Georgeson is now stepping into a more senior role as Executive Producer overseeing the entire EverQuest franchise, not just EQII as before. To quote from that link:
So, that's me now: mini-SmokeJumper, and keeping remarkably busy because of it. I'd already been working fairly closely with him on a number of projects, but since the official changeover in April, it's been pretty much non-stop. I don't know how he was managing on his own.
So here's a quick catch up.
If you're even bothering to read this blog then you probably already know that since May 2007 I've been a game designer on the EQII team, in charge of the tradeskill system among other things. The "other things" have varied and slowly grown over time, but tradeskills has been my consistent main focus. As tradeskill designer for EQII I've shipped 4 expansions (Rise of Kunark, The Shadow Odyssey, The Sentinel's Fate, and Destiny of Velious, plus EQII Extended); and during this time I've worked under four Producers for the EQII team: Gallenite, Froesch, Brenlo, and now SmokeJumper.
However, work is about learning and growing, and four years doing pretty much the same thing is a long time, for me at least! Not that I don't love the tradeskill system in EQII, because I certainly still do; but the tradeskill system itself (or any game system really) benefits from different perspectives and different opinions, and having the same person making all the decisions forever and ever would not be a good thing, ultimately, either for the game or for the person.
So, when I was offered the opportunity back in April to try a new role, I decided that both I and the tradeskill system would benefit from fresh perspectives and challenges. The new role is Associate Producer, still on the EQII team, and it was announced in this interview with Paul "Frizznik" Carrico, who's taking over the tradeskill duties in my place. Frizznik certainly won't think about tradeskills in the exact same way I do, and he'll see different priorities than I did, but I think that overall that can only be a good change to keep the tradeskill system from getting stale.
During the years I've been on the EQII team we've had a number of wonderful Associate Producers helping the various Producers, but during Brenlo's time the last of them left the team for various reasons (one to become the new producer for FreeRealms, in fact) so for the past year we've had none: just SmokeJumper handling it all on his own.
As was also announced recently, Dave "SmokeJumper" Georgeson is now stepping into a more senior role as Executive Producer overseeing the entire EverQuest franchise, not just EQII as before. To quote from that link:
Smokejumper: I'm still very much attached to EQII and work closely with the leads on that project. We recently promoted Emily "Domino" Taylor to become the Associate Producer on EQII, specifically to shore up the fact that I would have less time in each day to spend on EQII. So far, it's been working very well. The team didn't skip a beat during the transition, and in fact, things are probably better now than they were previously because we're able to split up the tasks and I can focus more on the game's quality and business direction.
So, that's me now: mini-SmokeJumper, and keeping remarkably busy because of it. I'd already been working fairly closely with him on a number of projects, but since the official changeover in April, it's been pretty much non-stop. I don't know how he was managing on his own.
I also recently joined the EQ2talk podcast to talk with Dellmon and Aliscious about my new role, the future of tradeskills, EQ2, and everything related. You can have a listen here. I'm a terrible public speaker, alas.
So, that pretty much catches up to the present time, and doesn't really excuse the lack of posts, but possibly helps explain the busy-ness lately that's been keeping me from posting much. As I think I mentioned in the EQ2talk podcast, I'm enjoying working with SmokeJumper so far; he's a good guy to work for and there's clearly such a lot I can learn from him that I'm trying to figure out some way to arrange some kind of mind meld machine to download it all!
In more general EQII news, we recently had another Game Update, and I helped (in a small way) our AV team to make a pretty cool video, which you can see here:
This week while I man (or possibly woman) the fort back here in San Diego, SmokeJumper is up in LA showing off EverQuest II at E3: if you're going to be there, definitely check out the Sony booth, where they're demonstrating their new 3D laptops with EverQuest II's spectacular 3D aerial races. I'd never seen EQII in 3D before and I'm really not a fan of 3D technology, but I have to say I was just blown away by how good it looks. Wow. It really is pretty amazing looking.
Also coming up soon is SOE's own Fan Faire event. Preliminary schedule and details can be found on the official fan faire site. Just a month to go now! I'll be there, and I'll be looking forward to seeing some of the "regulars" again as well as meeting new faces. Fan Faire is always such a lot of fun.
And I think that pretty much catches me up to date with the news; I'll try to think of some more interesting things to post in the future. I expect to continue to post on this blog as I think of interesting things to say, but possibly not so much about EQ2 tradeskills specifically. In the mean time, happy June, and happy tradeskilling!
Recent G.I.R.L. blogs
Things I've been writing elsewhere while I wasn't writing here!
G.I.R.L. Talk with Tiffany Chu
G.I.R.L. Talk with Jennifer Chan
G.I.R.L. Talk with Judy Tyrer
G.I.R.L. Talk with Tiffany Chu
G.I.R.L. Talk with Jennifer Chan
G.I.R.L. Talk with Judy Tyrer
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