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  • The Game Archaeologist: How DikuMUD shaped modern MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    01.03.2015

    Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know. Of course, that doesn't mean everyone knows what DikuMUD is or how it shaped the MMOs that came out after it. You might have seen it used as a pejorative in enough comments that you know it is loathed by many gamers, but I find that there are varying degrees of ignorance about DikuMUD in the community. What is it, exactly? Why is it just the worst? And is it really the worst if we like the games that can point to this text-based MMO as a key ancestor? Today we're going to dispel the mystery and myths of DikuMUD to lay it out there as it was and is today.

  • EverQuest Next video talks about Ogres and Dwarves

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.22.2014

    When you talk about basic fantasy races, Dwarves and Ogres are up there as the classics. But which do you find more interesting to learn about in EverQuest Next? The latest episode of the game's Workshop Show is available now; art director Rosie Rappaport and creative director Jeff Butler are joined by lead content designer Steve Danuser to show off the style and lore of both races while players vote over which one should be the next workshop focus. Dwarves, for their part, are fairly familiar to anyone who has played EverQuest or EverQuest II (or pretty much any fantasy game from 1967 to the present): short, stocky, bearded, ancestral, and traditional. Ogres, meanwhile, have changed a lot, with a renewed developer emphasis on making the race more appealing to players in general whilst offering a wider range of available style options for players. You can watch the full show past the break, but be forewarned: It's a long one.

  • Your worship of EverQuest Next's deities will shape the world

    by 
    Justin Olivetti
    Justin Olivetti
    10.01.2014

    The gods of Norrath are slated to return for EverQuest Next, and who players choose to worship will have a profound effect on the game itself. Lead Content Designer Steve Danuser penned a lore blog to introduce Veeshan and the Nor'I for the upcoming fantasy MMO. He said that the team is striving to stick to the "thematic core" of Veeshan for her reimagining: "Veeshan looms large in our story. It wouldn't be an EverQuest game without her!" And while Veeshan is well known by fans, the Nor'l is a new figure, the world spirit of Norrath. The Nor'l gives birth to mortals and flows through the entire world, communicating only through song. "Your actions in the world determine who controls territory and resources, and one of those key resources is the belief of Norrath's inhabitants," Danuser said. "How strong will Veeshan's influence grow after the Combine return to Antonica? Will the Nor'I be protected or exploited? These are questions that you'll get to decide through the choices you make in game."

  • Former creative director eulogizes Vanguard

    by 
    Jef Reahard
    Jef Reahard
    08.11.2014

    Former Vanguard creative director Steve Danuser has penned a eulogy for the fantasy MMO on his personal blog. Danuser describes a nightmare of a development environment featuring a lack of version control, "a database awash in the detritus of years of half-finished work," and significant bugs. Despite all that, Danuser grew to love the game and was part of a post-F2P SOE dev team who worked to see the game succeed. He attributes the game's ultimate demise to a combination of "many gaping holes to patch" and an MMO industry that exploded, "taking the genre in different directions (or at least featuring significantly higher production values) while Vanguard stood still." Danuser also mentions SOE's decision to keep the game alive for over seven years, when "most other companies would have pulled the plug after the initial downturn in subscriptions."

  • EverQuest Next's vampires will not sparkle

    by 
    Bree Royce
    Bree Royce
    06.21.2014

    In the latest EverQuest Next roundtable video, SOE Senior Brand Manager Omeed Dariani and Lead Content Designer Steve Danuser team up to offer a counterpart to the villain vote from earlier in June, when players voted Ambassador D'Vinn into the game. This week, the studio focuses on other iconic franchise characters. While Danuser and Dariani note that all the characters mentioned will be present in the game or at least its lore, some will find themselves in new roles since EverQuest Next is a reboot of the franchise, not a chronological continuation of past storytelling. Lucan D'Lere, for example, will still be associated with Freeport, but he might make different life choices this time around. But it was the Dark Elf vampire Leone who won the poll because, well, EverQuest players. Danuser promises that the rebooted version of Leone and his friends will not sparkle. Finally, this is apparently the last edition of these roundtable videos. Future episodes, SOE says, will be rolled into the team's Workshop Show livestreams.

  • Vanguard team shares initiatives for the new year

    by 
    Justin Olivetti
    Justin Olivetti
    12.22.2012

    Creative Director Steve Danuser shared the philosophy of the Vanguard dev team in his latest design update when he wrote, "We can't change the past. What we can do is make our best effort to improve things going forward." How? Danuser and his team are focused on several key initiatives, including putting in modern tech to improve performance, polishing the existing content, adding new challenges for experienced players, working on better character progression, designing introductions for crafting and diplomacy, and broadening the title's free-to-play plan. Danuser also teased the next big content addition for the game: "The next zone we will roll out for high-end players is Pankor Zhi, which begins a storyline that will carry forward into future content. The team is really enthused about revisiting this under-utilized area and adding a compelling new experience to the game. Pankor Zhi will feature content for soloers, groups, and raids. Obviously this is an ambitious undertaking, but we feel we have a realistic scope that can be achieved with our team." [Thanks to John for the tip!]

  • SOE snags Project Copernicus lead dev for Vanguard

    by 
    Justin Olivetti
    Justin Olivetti
    10.29.2012

    Former 38 Studios Lead Developer Steve Danuser is back in SOE's fold, this time working on Vanguard as a Creative Director. Danuser was originally a community manager for EverQuest II, but left SOE in 2006 to work on Project Copernicus. SOE recently announced his return and posted a developer spotlight on his history with MMOs and the company. Danuser is seemingly delighted with his new post: "I must say it's great to be back. Seeing so many old friends and colleagues again, it feels like coming home!" He mentions that some of the video game influences in his life that led him to development included Atari 2600 games and the Ultima series. In fact, one of the reasons he states that he enjoys Vanguard is that it captures "the qualities of classic RPGs." The biggest priority for Danuser and the rest of the Vanguard team is to improve the overall experience across the board, including bug fixes, hardware performance, and to revamp older content. [Thanks to John for the tip!]

  • The Tattered Notebook: Gearing up for SOE Live

    by 
    Karen Bryan
    Karen Bryan
    09.22.2012

    In just a few weeks, SOE fans will gather in Las Vegas for Fan Faire SOE Live. The name change isn't the only thing that's different this year, though. As the convention details begin to take shape, we're finding a lot more questions than answers. In this week's Tattered Notebook, we'll look at some of the changes this year and try to read the tea leaves of what they might mean for fans. We'll look at what's on the schedule, like money and a possible Mobhunter sighting, and also what's not included (but should be).

  • Former 38 Studios dev releases Copernicus video, details player-driven systems

    by 
    Jef Reahard
    Jef Reahard
    08.22.2012

    Stop us if you've heard this one before. Former 38 Studios developer shows us how awesome Copernicus the Kingdoms of Amalur massively multiplayer title would have been, and quality-starved MMO players cry into their beer. In any event, here's another posthumous reveal, this time courtesy of Steve "Moorgard" Danuser's personal blog. Danuser has posted a fly-through video that was originally intended as an in-engine milestone for internal eyes only. Now it's a bit more salt in the wound unless the shuttered MMO's assets ever find their way into the hands of another studio. Danuser doesn't stop with the video, though. He goes into some detail about aspects of the game's design that would have differentiated it from much of the current MMO landscape. There's a lot more I'd like to tell you about the game, such as how our fully planned four-year story arc was driven by player participation. How the theme of choice and consequence permeated our systems, content, and world design. How the choices players made during our chapter-based story arc would cause permanent and lasting changes to each server -- changes that could be different from other servers. How expansions to the game world had already been mapped out and were tied into that chapter storyline, so the world would grow in a very organic and logical way rather than feeling like expansions were tacked onto the core game by a new team that was bored with the work that had been done before. How our storyline had a real conclusion–because you can't tell a great story without an ending. Head past the break for the full video. [Thanks to Syeric for the tip!]

  • Former 38 Studios Creative Director provides context for leaked trailer

    by 
    Mike Schramm
    Mike Schramm
    07.09.2012

    Steve Danuser is the ex-Creative Director at the shuttered 38 Studios, and in light of that leaked trailer seen earlier today he's posted a few bits of context for the video. As you might have guessed, the posted trailer was entirely a work in progress, with most assets and even the script likely set to be replaced before it appeared before the public.The trailer itself would have been a launch trailer, likely also released with some in-game or hands-on footage, and the illustrated look seen in the trailer was planned to be a characteristic of the game itself, used to introduce the game's various races and factions.As for the tri-circle logo, which seems very similar to the recently revealed Elder Scrolls Online logo: Danuser says the design is coincidental, and that the two MMOs were using the same themes. 38 Studios' logo was put together before anyone from the team saw what Zenimax Online was working on. "That's what you get," says Danuser, who fondly remembers working on putting the trailer together, "for basing your IP on classic themes."

  • Steve Danuser weighs in on the 38 Studios debacle

    by 
    Matt Daniel
    Matt Daniel
    06.12.2012

    It's been one hell of a month for the folks at the now-bankrupt 38 Studios, but so far we've heard precious little from anyone directly involved with the Project Copernicus developer. Today, 38 Studios' former Creative Director, Steve Danuser, has broken that silence with a post about the matter on his personal blog. The post doesn't really do much to shed any light on the events that led to the studio's fall, but it does provide one thing that has been lacking: A look at the people affected by the debacle. Danuser takes the time to talk about the rollercoaster of emotions that he and other 38 Studios employees have been riding for the better part of the last month, stating that "the only people who really understand are the ones who make up this now fractured fraternity that was once a great team." It really is a very personal read, but it adds a fresh, human perspective to a story that has, until now, been addressed only from the angles of finance and industry. To read it all for yourself, head on over to Danuser's blog. Oh, and if you're the emotional sort, it may help to have some tissues handy.

  • Missing something in our MMOs 3: Beyond Thunderdome

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.24.2009

    It started with Brian Green musing about something being missing in our MMOs, which was followed by Steve Danuser weighing in on the issue as well. The specifics are under debate, but there's been quite a bit of furor on the basis of that simple concept -- that something ought to be there that isn't. We've lost the sense of adventure, of the game and the story being epic. What is it? An interesting idea has been put forth on Fool's Age: perhaps what we're really missing is the opportunity to fail. Leaving aside the inevitable string of comments about how it's possible to fail permanently in Champions Online by choosing the wrong build, there isn't a way in most games these days to undertake a quest and fail. For that matter, it's not even usually possible to alter the course of events -- you might recognize two steps in that the kindly old man is not who he says he is, but you still have to complete the quests as they're offered. The entry discusses some of the obvious problems with allowing players to permanently fail, but the question bears examination. Would our games be better if we had the very real threat of screwing up and failing permanently?

  • Missing something in our MMOs, part II: Electric Boogaloo

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.20.2009

    A few days ago, we posted about Brian Green's musings over what's missing in our MMOs. Steve Danuser has taken the time to take a look at both that post and further incidents of ennui through the MMO blogosphere, and come to a similar but slightly different conclusion -- that what's missing isn't the fault of what's already there. The problem isn't the quests, it's that so few of them feel heroic or individual, and they're more or less your only option for progressing through the game. The problem isn't the exploration, it's that there's no real incentive to bother. In short, that we don't need to penalize people who enjoy these parts of the game, we simply need to stop penalizing the people who don't. It's an interesting and astute observation that gets at the heart of the real problem -- that game design has moved forward, and by and large this is a good thing. All of the improvements in design we've seen over the past several years, even in games sometimes derided as clones of World of Warcraft, is evidenced that the game industry has a clearer idea than ever of how to do effective achievement-based progression. What needs to be addressed is not the formula, but the scope and the specifics. Something is missing, but there's no sense in throwing out what's there and well-polished to try and find it.

  • 38 studios developers speak up again

    by 
    Michael Zenke
    Michael Zenke
    05.23.2008

    Just a few days ago we noted the first part of an interview with Steve Danuser and Jason Roberts, the community gurus at stealth-development house 38 Studios. Now MMO news site Ten Ton Hammer has posted the second part of the interview, further expanding Danuser and Roberts' commentary on the games industry. Many of these statements are likely to sound very familiar to anyone regularly reading the site. Topics discussing include the benefits of lower system requirements, the dynamics between hardcore and casual players, and the cost/benefit ratio between first and third-party forums.Their analysis of story in online games is equally interesting. The issue of players powering through story and quests to gain levels, Danuser offers, can be overcome by painting in 'broad strokes'. "You'll have to assume that most players won't catch the fine details of your story ... they're playing through the experience and seeing it unfold, that gives them a sense of "oh that was really cool because I saw this happen, I helped make that tower fall down" even if they don't get the fine details of it."

  • ION 08: Taking an MMO community from pre-launch to live, page 2

    by 
    Kyle Horner
    Kyle Horner
    05.16.2008

    Onto everyones favorite topic: "Fuckwads!" They're usually absolutely negative, but can they be converted?Katie says, "You can convert them!" She's rather optimistic as her URU Live experiences have taught her that anyone genuinely interested in a game can be turned to the light side. Apparently back in Katie's URU Live days there were three guys who "vehemently" disagreed with each other, but did agree that the game was broken. These three guys had an incredibly impressive discussion in a thread, so Katie invited them all into a chat room one day. She told them how impressed she was with their ability to articulate their complaints and issues. So she asked, "Do you want to be moderators?" and they agreed! In the end these three players ended up being huge advocates of URU Live. Two of them even did some tech support for the game.Identifying what a person is trying to accomplish through their behavior is also key, says Victor. Some of these people are just trying to get some attention unfortunately. Time can be wasted on the wrong people, so being able to locate and invest in people who can be brought over from the completely negative is an important skill.Meghan brings up the ones who are hopeless. There was a poster in the Lord of the Rings Online forums (a LotRO Scholar) who took great pleasure in beating people with his intellectual epee. This person eventually had to be banned, but since he'd developed a niche group around him he did take some people with him. However, it truly was the best choice for the community.If they're not a true "fuckwad" who's just trying to beat people with their intellectual epee then give them an NDA and beta access, says Craig. Letting them see the game -- and try the game -- for itself can alleviate many fears.How do you balance the smaller fansites with the big PR-fueled media outlets?"It's hard." laments Katie. Meghan chimes in with agreement, "I love the grass roots." she continues, "they're the people supporting you for basically nothing." They do it purely out of love and passion. "You can't not appreciate that." admits a solemn Meghan. Still, the truth is that developers need marketing and PR. "Sometimes you want to give the smaller sites screenshots, but you just don't have them." It's a tough place to be.Something that Craig points out is that simply showing up letting small sites know that, "Hey, you guys rock!" is all the validation most of them need. It's easy and very important.Katie mentions that she filters the smaller sites through her by taking their questions and answering some of them to the best of her ability. Then, she takes these answers to the PR folks, who of course just have to improve them (can you see the high-level trickery here?) before giving them back to her. This is a great way to reward the smaller sites.Someone in the audience suggests that big sites have passionate writers who are hired for that very fact. "Big sites aren't all completely soulless." remarks Steve.A trick that Craig makes use of is quietly suggesting to smaller websites to pay attention to news feeds over the next hour or so. This way the big sites still get that sexy press release while the small sites are able to talk in-depth about it right away. Katie brings up the problem of there being so many smaller fansites that tipping even several can make others feel like there is preferential treatment going on. She did however invite a local fansite to attend office events, purely because said fansite was nearby.Steve asks about hanging the big carrot stick in front of players so they'll be good in order to earn a early beta slot. He asks if the panelists have been any good or bad uses.Immediately Craig chimes in with, "Such as using a website where you have to play for membership to download the beta?" A square upper-cut to the jaw if I've ever seen one. Another thing to keep in mind is that giving beta keys to smaller sites so they can give them away in contests is tricky. The contest has to be incredibly fair and nigh un-cheatable. Also, it's important not to announce the names of the winners in beta slot contests, because while that may sound cool it's only really announcing the 999,999 other people that they lost.Of course the risk of letting influential individuals from the community into the game early on is "unexpected results". There's a lot of excitement about a game between the moment it's announced and the day it launches. Many players can't touch or feel the game out for themselves, so there's a risk of players building up a game in the mind that's completely different from the actual title. Craig says that it's also important to clarify what's really going into a game with the game's lead. Otherwise you'll end up over-promising, which is of course very bad. "Yes you're going to have unicorns that poop Pegasuses!" exclaims Craig. He something else well-worth remembering, saying "Once you say it, that's it. It's for real now. Somebody from the company said it and that's it."Next is the topic of dropped features which have been previously promised.We don't talk about something publicly until we see it, says Meghan. Most of the panelists have learned this lesson in the most bitter of ways as all heads are nodding in agreement. "Don't talk about it until you see it." goes the mantra.Katie says to be honest and genuine, admit that you were told to say it and so you said it, then apologize. Craig chimes in to say clear communication is incredibly important in all things. "It almost never happens, but there are times when you are told to go and say something by someone in the company." Craig reveals a bit surprisingly, to me at least. "I don't say this very often," begins Victor, "Part of our job is to advocate for the customer." A community manager sometimes needs to remind upper management that their reputation with the community literally relies on what they say. Craig also recommends trying not to say something that was dropped will be in a patch or expansion unless a lead developer commits to it."I like getting paid, so at the end of the day I'm going to do my job." notes Craig. It's best not to lose your job over it. Hopefully -- if you're lucky -- the company you work for respects the role that a community manager plays in the success of the game.Meghan brings up the fact that it's a good idea to slowly break the news to the community when you do make the post. Make it an open discussion and lead up the breaking the bad news slowly."Hey, we cut that feature!" yells Craig while giving two thumbs up.In all seriousness, a community manager has to speak to the large audience first. If there happens to be small pocket of players that are complaining loudly it's ideal to attack it and find out their issues. However, the general audience does come first. Meghan adds, "Just making sure that players know you're working on it helps."Another fun story from Katie, this time about a player they recently let into the "Friends and Family Alpha" for Stargate Worlds. This player literally could not get into the game. They ended up getting in touch with a developer through an instant messenger and figured out what the issue was together. Bringing the right players intimately close with developers and making them a part of problem solving is a huge part of the overall success equation.How do you handle negative buzz coming out even with an NDA in place?Even with an NDA there will be a point when information gets leaked out. Victor suggests taking as much control of the situations as can be taken and to look for the right people to help you spread your message. Allowing people from the community to write up a personal blog post and then send it through PR to "OK" it is smart. Combat fire with fire, essentially.Katie laments that, "There is always a vocal minority.""SOE has a crack team of ninjas." Craig says in response to the NDA question."Your team is on crack?" queries Katie. "Yes." says Craig with a great deadpan voice. Or maybe he's not kidding. Who can tell with Grimwell?What we do know -- or Craig knows, at least -- is that when NDA discussions are leaking out into the Internet it's a sign that these people didn't have a provided place to vent these problems. Without any place else to go they simply post out on their own blogs or forums.How do you deal with a buildup of negative-focused communities?"Send them lots of cupcakes." Advises Craig, most wisely. (We finally know the secret to getting SOE to send us lots of cupcakes!) The truth is that these players -- or groups of players -- aren't really interested in your game, they're just interested in being a part of the hate club. It's fun for them to be hateful and spiteful. They simply don't want to do anything else but be angry.The panel finished with lots and lots of different topics being covered, all of which continued to show me why these people are so important to the successful launch of an MMORPG. Every one of these community managers seem incredibly good natured. That's saying a lot when you consider that this is a group of people who constantly sit between the ire of fans and the supposed apathy of a developer. It's a tough job, but somebody has to constantly remind us that we're all just passionate people who all love online games.%Gallery-23015%

  • ION 08: Taking an MMO community from pre-launch to live

    by 
    Kyle Horner
    Kyle Horner
    05.16.2008

    Yesterday was the final day of ION 08, but that didn't mean there weren't some incredbly great panels to attend. "Taking Your Community From Pre-Launch to Live" was just one of these panels and to make things even better it included some previous speakers I quite enjoyed hearing from.This time around the moderator was Steve Danuser (38 Studios) while Craig Dalrymple (Sony Online Entertainment) took a panelist seat along with Katie Postma (Firesky), Meghan Rodberg (Turbine) and Victor Wachter (Cryptic Studios). It's important to point out that all the panelist are in fact community managers, as opposed to Steve Danuser who is the lead content designer and director of community development for his company. However, Danuser was previously a community manager for EverQuest II.%Gallery-23015%