arlos wrote:I'm actually with some of the posters Ralf talked about. I remember early EQ, and I remember some of the most stupid and insanely boring game mechanics they built in and absolutey inflexibly refused to consider changing. Remember having to sit there and stare at your spellbook and nothing else if you wanted to get mana back quickly? How fucking retarded is a game mechanic that forces you to, you know, actually *NOT* look at the graphics you spent millions on? /boggle
Remember having to group to get binds? Remember only a few classes being able to actually solo? Remember hours-long corpse recoveries? Those weren't fun, they were annoying and frustrating. How "fun" was it for those SoV people to spend what, 12-14 hours of dying repeatedly just to get their corpses back from Fear?
It took Brad LEAVING SOE/Verant before the game really got its improvements. And, when you think about it, what DID he produce anyway? He took a DIKUmud and set it to 3D graphics. That's it. Hell, I remember a huge thread where one of the original DIKU developers was all set to sue him for violating the "make no profit" portion of the DIKU license, as it was widely believed that EQ's core code was taken straight from those text-based DIKUs. Literally, speaking as someone who helped run a major DIKUmud, huge sections of gameplay ideas were directly ripped off of DIKUmuds, and Brad was a big-time DIKUmud player. Hell, DIKus started out really early, too, years before EQ ever existed. I played a DIKU as early as 1991, actually.
-Arlos
Isn't that was EQ was all about though? Bridging the gap from text based rpg's to a true 3d based experience. The innovation was not on the idea but actually making the jump and running with the Lore...









