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Random Dialogue: On the EQ Guild Summit
Dialogue, 2004-06-14

Lately I've been knee deep in several games at once. It's made concentrating on any one game difficult, but somehow I've managed. Besides City of Heroes, I've been playing a good deal of Everquest lately. We're ramping up for something pretty special regarding Sony's venerable property, and my habitation of Norrath has been a big part of those preperations. I've also been keeping abreast of EQ news, and the big news of late has been the Guild Summit. I believe the Everquest Guild Summit has far reaching implications for the Massively Multiplayer Genre as a whole, and marks a new beginning for Sony Online Entertainment.

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Customer service has always been the bugbear under the stairs for online gaming companies. The vision and needs of the designers to implement a game in a cost effective and feasible manner is balanced against the interests and gameplay the player base would like. Both the players and the design team want the same end goal: A fun game. The list of roadblocks between point A and point B is a long one. Exploits, nerfs, denerfs, renerfs, griefers, spell imbalances, geometry holes, duping...It's a wonder the players and developers ever speak to each other. Thankfully as the concept of a Massively Multiplayer game has grown, so has the understanding neccessary to run one. The give and take relationship between community relations and the playerbase has evolved into a working relationship. Flames and trolls notwithstanding, across the board players are having more and more input into the way that "their" games are developed.

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The recent tete 'e tete between Sony Online and the heads of some of the most influential guilds of Norrath is a watershed in the changing relationship between players and developers. The enormity of the meeting cannot, I believe, be overstated. John Smedley, the president of SOE, opened the discussion with the guild leads with this statement: "We are not here to sell you anything, but to listen to what your concerns are and hear your suggestions. When you create a game and work this hard you don't like to disappoint people or have them quit." In other words, the future of a multi-million dollar game company rests partially in the hands of the people who play the game.

Beyond sending a clear message to the player base, Sony is effectively throwing down a gauntlet for Blizzard, Mythic, Turbine, NCSoft, Funcom, and Square/Enix. "Look what we do to make our players happy!", they're saying. And they've said as much that they plan to do something like this again soon with a focus on solo and lower level play. Face to face feedback from your players is now the high standard for community relations in the MMOG genre. It also proves beyond a shadow of a doubt that despite the perfectly acceptable complaints you can level against Sony Online, they've learned a thing or two from their five years in the hot seat.

I can't wait to see what the Everquest ten year anniversary will be like.

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