Seems like they really needed someone to oversee all the differing departments, someone like... Brad McQuaid.
Do we deserve Brad though? I don't think so.Brad wasn't the hero they needed; he was the hero they deserved.
Was there anyone at SOE with any real plan at all regarding EQ3/Next? From Mughals description it sounds like total chaos. Smed seems to be completely incompetent at doing his job, no wonder Heros Song was cancelled. Please Smed, dont try to "manage" another gaming related company, ever.
We don't know how far in development they got or if it was even any good. But I agree that trying to cash in on the sandbox shit was a terrible direction for an MMO with established lore like EverQuest.They should had finished & released the EQ3 Version that was before EQN. A traditional MMO with the EQ-IP using a relatively modern engine (the PlanetSide2 engine). No "WOW killer", but would make them good money right now. But Smed wanted to get in on the Minecraft-craze (voxels/fully destructible environment) and the sandbox-craze (storybricks stuff on top of voxel-stuff), so they had to start EQN... I wonder why they did their zombie-game as a seperate thing, should have added it to EQN features, they would have surely fit it within the lore somehow
We don't know how far in development they got or if it was even any good.
I'm more inclined to say that, if they wanted to go innovative, then they should've either aimed for a voxel-based MMO, or a Storybricks-based MMO, and simply not tried to do both at the same time. Trying to essentially invent both kinds of MMOs, and make both systems work together, was going to be too much for just about anyone.
I keep going back to Minecraft.I'm more inclined to say that, if they wanted to go innovative, then they should've either aimed for a voxel-based MMO, or a Storybricks-based MMO, and simply not tried to do both at the same time. Trying to essentially invent both kinds of MMOs, and make both systems work together, was going to be too much for just about anyone.
Still think a decent Storybricks-based MMO could be something great.
How far in their aspirations did they actually get? Was the problem with scaling complexity for the number of AIs required or other fundamental issues related to creating the AI states themselves?
Except of course, that Story Bricks simply didn't work. It was a great idea that they could never actually make functional. They presented a great concept, and were trying desperately to get SOE to buy the company based upon a concept. Until they could demonstrate it actually working though, nobody was buying anything, and eventually they left.
Which goes back to my previous post. These were untested systems still under development. They should have prototyped them before going into full production (was very weird to have rooms full of concept artists working, writers hired, without having finalized the game design and engineering side of things)
They should had finished & released the EQ3 Version that was before EQN. A traditional MMO with the EQ-IP using a relatively modern engine (the PlanetSide2 engine). No "WOW killer", but would make them good money right now. But Smed wanted to get in on the Minecraft-craze (voxels/fully destructible environment) and the sandbox-craze (storybricks stuff on top of voxel-stuff), so they had to start EQN... I wonder why they did their zombie-game as a seperate thing, should have added it to EQN features, they would have surely fit it within the lore somehow
Can you go into a bit more detail about how the Storybricks AI system functioned? It sounds like a great concept in theory, maybe a bit ahead of its time.Hey guys, ex-Storybricks person here. Thought I'd add my own perspectives on all this (while trying to remain diplomatic).
Creating interesting AI in a game largely manifests to the player in 3 ways:
Our system needed these things to be set up and working in order for us to be able to make meaningful decisions about which ones to use and when. NPC actions were slow in coming (they require time from designers, animators, VFX, etc). NPC communication was not considered important enough to make that a priority. And as for movement, over on EQ2Wire the article said that "NPC Pathing did not work until December 2014". If we assume that's true, that's basically 2 years we were on that project trying to get NPCs to move around effectively without access to pathfinding, and trying to get them to look intelligent when they only had 2 or 3 different things they could possibly do.
- NPC choice of actions (skills, attacks)
- NPC choice of communication (shouts, headtracking, emotes)
- NPC choice of movement (patrols, positioning, fight/flight)
(Pathfinding isn't a tough problem generally - the voxels and destructible environment changed all that, however.)
Storybricks didn't have the resources to build a full MMO, so the idea was that SOE would provide that stuff, given their past expertise, and we'd add our AI into it. Unfortunately they didn't provide the resources we needed for that to be possible. But they didn't have the resources to make much of the rest of the game possible either, apparently.
(As an aside, it's a bit sad when people come here and call us 'frauds' or say we 'tricked' SOE. The fact is, we weren't offering drop-in middleware - we signed up to port some of our existing systems over to their codebase and to develop future systems together. That's what we were doing.)
This is exactly it. Ironically, we'd provided a 2D combat prototype in order to secure the SOE contract, showing how our utility system would control groups of NPCs in an interesting way. It sounds like our features were among the only ones to have ever been prototyped, if what you say is true. Sadly we couldn't take that prototype to completion for the reasons above, i.e. requiring SOE functionality and assets to be in place for it to work.
I can just imagine Bioware buying it and then struggling with server lag due to all of the spell effects with only 20 people in an instance. The technology just isn't there yet.I honestly wonder how much they would sell the "classic - POP" IP of EQ1 for? Like if legit another studio came by and was like "We wanna remake EQ1 form classic to POP, how much to license the IP" names, lore, world, visual similarities are all that's needed to "buy" the rest would be newly created for the game.