Fast Facts
Name:
Asheron's Call
Acronym:
AC
Developer:
Turbine
Publisher:
Turbine
Release Date:
11/02/1999
Country:
USA
Genre:
RPG
ESRB Rating:
Teen

Turbine Nation

Anecdotes and Design Notes from Turbine Nation


This info article is going to be a bit less purposeful than the others. We'll do our best to get inside the heads of the devs, focusing on some of the things they keep in mind when designing new content and some commentary on little things that have taken place in the past, so that you can feel you know them better.

Lets start with an anecdote:
  • At one point the Server Dev (Gator) was trying to fix some allegiance bugs. He grabbed a copy of the Frostfell database for his test server, found a character that was officer in a large allegiance while parsing through the code and copied the allegiance data from that character to his new one.

    He logged in his test character and the chat text popped up: Welcome to Hell. He was mildly disturbed and felt a need to go talk to a few other devs, telling them "My test server says I'm in Hell! I don't know what to do about it..."

    He figured out that he was a high ranking officer in Hell Inc and the size of our allegiance made it a perfect test base. So he publicly thanked Hell Inc. at Turbine Nation for solving some bugs in allegiance code.


    This little story tells us a few things, one of them being that I'm not shy about talking up my allegiance. Another, that the Devs have a sense of humor. However, the most important thing to come out of it is the focus and dedication the team has. Gator pulled that data out to fix a single bug that crashed the server when two large allegiances were combined. He didn't leave the code behind without looking for, finding and fixing a handful of other bugs, some probably unreported at the time.

    One of the most important things to take out of Turbine Nation is that the entire Live Team cares about the game. On Friday night, I was speaking to a pair of Envoys. (While I didn't get their names then, I believe they were Arcadia and Ceres.) Not only were both of THEM excited about their work, but they were just amazed at the dedication of the live team members. So is Rockton...he's fairly new to Turbine after 14 years in the gaming industry and says this is the most dedicated team he has ever been with.

    Every single member of the Live Team goes over their scheduled 40 hour weeks on a regular basis. They spend an undue amount of time in the office working hard to entertain us. Keth al-Sheth made an offhand comment that he likes working on specs because "it is easy to keep working on them after I get home".

    These are not people who are out to destroy the game, your favorite class or anything else. These are, however, people who have to try to keep in mind the good of the game overall, not just the corner of the world occupied by you and I. It is our job to ask for the things that'll make our lives better...and their job to decide if that is what is needed to improve the game for everyone, or if it'll hurt things in the long run.

    Oops. I seem to have jumped back up on my soapbox again. Time for me to bullet point a few of the design decisions made for the game, things that guide the creation of future content and some interesting new use of tech...keep your eyes peeled, because there will be some hints at August content buried in the mix.



  • Stacking Items - Items with variable statistics cannot be stacked. Whenever possible, items will be able to be stacked, but certain items (like Bloodstone Elixirs) will have their power balanced by being unstackable or only stackable in a limited way.
  • The team (mostly Avon, I believe) will be trying to add at least a few new and interesting effects to treasure each month. Barring technical limitations, all of these will be extractable.
  • Keth is evil.
  • There will never be flying mounts...free flight would do bad things to the server.
  • Keth and Rhadamanthus enjoy "perverting" current tech. They seem to take it as a challenge to find new ways to use established tech or to use tech that has never been used before.
  • One example of Keth's perversion of tech is that he found an unused piece of code that could change an effect depending on what time of the in-game day it was used. He has twisted that to help create a puzzle in some of the August content he has written.
  • The most difficult content will always be group oriented. The most effective way to earn xp will always be group oriented. However, they are committed to making spaces in the game where soloers and small groups can advance at a reasonable pace, if not to the extreme that large powerhunting groups can. Keth stated that his new content for August is targetted at a 4-6 player group that doesn't have to include all the "uber" specializations.
  • Content will always try to be re-used. In the past, some one-shot quests wound up being removed from the game without replacement. Now, how to reshape the quests for continued use once their storyline is complete is part of the plan for any storyline quest. For example, look at "The Search for Isin Dule", "The Search for Isin Dule II" and "Black Ferah".
  • More Lore is coming. Keth has a backlog of books he is ready to share. However, everything must be translated for the foreign versions and there is a limited budget for this. Give them time, they're going to start slipping it in as they go.
  • The Live Team loves Live Events. There is nothing quite as much fun as going into game and interacting with the players. However, such things are a huge drain on time and resources for an event that CANNOT be repeated and only interacts with a portion of the playerbase. That said, expect more live events soon!!!
  • Huge quests like "Destroy the Chaos Eidolon" were going to be limited to single fellowships in order to reduce the crowding. However, the players complained and made many valid points and this decision was overturned. While the Live Team is sometimes forced to make unpopular decisions, they ALWAYS listen to the player feedback and do their best to please us.
  • Another example of this: Players at Turbine Nation pointed out a few confusing points introduced to the new player experience by the craft changes. The devs made note of the issues and will be looking to see if they can make things clearer for new players.

    I think that is enough to keep you busy thinking for now. I, for one, am really looking forward to August and the new content coming. Three cheers for the warping of the expected by our friends the Live Team. May they never grow tired of meeting and exceeding our expectations!
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