RPGDot Network    
   

 
 
Neverwinter Nights: Hordes of the Underdark
Display full image
Pic of the moment
More
pics from the gallery
 
 

Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement


 
Brad McQuaid Interview at AMR

(PC: MMORPG) | Posted by Rendelius @ Tuesday - December 18, 2001 - 03:38 -
Top
| Game Info | Rate this game | Homepage | Screenshots
Allakhazam's Magic Realm has conducted an interview with Brad McQuaid, one of the producers of Everquest (he left the team a short while ago). It's about his feeling towards the game, and what he sees when he's looking back:

    Looking back at your initial plans when EverQuest was still being drawn up and looking at the still evolving product we all see now, how does this product differ from what you initially dreamed up, and has it lagged, met or exceeded your expectations?

    In terms of gameplay, it’s pretty much met my expectations. As for the world and how detailed and vast it is, it’s exceeded my expectations. And certainly, in terms of popularity and commercial success, it’s far exceeded my expectations.

    John Smedley once noted that EverQuest turned out to be more similar to its original design document that any other game he’d seen developed. I’m pretty proud of this – we set out to create EverQuest and we did, and then we went beyond it, adding a few more features than originally planned (for example, trade skills) and growing the amount of content to an amazing degree.

    It’s funny… I never had the time to build multiple high level characters, or to play the game nearly as much as many others who eventually joined the development teams. But because of the time I’d invested before that, playing MUDs and such, and because of how closely the game turned out to be relative to the original vision, I could still participate in detailed design meetings and discussions about potential changes or problem issues. And as I play the game more now I really feel at home, thinking often to myself, ‘yep, what I’m experiencing is almost exactly what we set out to create.’
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.