Clint Worley
So, just what does it take to maintain a franchise such as Sony Online Entertainment's mighty
EverQuest, which first saw the light of day in the dying moments of the last millennium - in 1999?
We managed to get some time out of one of the game's senior managers in order to get the low-down on the present and future of the MMO.
With its ninth birthday coming around the corner and new plans in the offing to make
EverQuest ever more competitive, we also discovered what it takes to become part of the development team....
SPOnG: Hi Clint, what is your role?
Clint Worley: Senior Producer
EverQuest.
SPOnG: How long have you been in gaming?
Clint Worley: 13 years.
SPOnG: What got your start?
Clint Worley: Testing PlayStation games for the launch of the system.
SPOnG: So, the 'death of PC gaming' - what's your opinion on that particular console-centric line of criticism?
Lords of Everquest
Clint Worley: People have been talking about the death of PC gaming for years. It really isn’t that new of a topic. It seems to surge around the launch of each new console. There is a place for PC gaming just like there is a place for console gaming.
They are very different experiences that cannot be replaced by each other. Some people like to sit on their couch and play games with controllers. Other people like to sit at a desk and have the flexibility of a full keyboard and mouse to get their gaming in.
EverQuest Online Adventures
SPOnG: For those of our readers who have yet to experience
EverQuest, can you give us a brief idea of what the franchise is all about? For example, what's the difference between
EQ and
EverQuest Online Adventures?
Clint Worley: EverQuest is a Massively Multiplayer Role Playing Game that is online for your PC. It is focused on adventuring and grouping up with other players to explore and find cool new creatures and dungeons. It is a challenging game and not for the faint of heart.
The
EverQuest franchise has released multiple titles that feature similar characters and themes, including
EverQuest Online Adventures for the Playstation 2 and
Lords of EverQuest available on the PC.
We have found that the
EverQuest storyline and characters have a much broader appeal than just the original
EverQuest title.
SPOnG: Can you tell us more about the Live Events planned for the 9th Birthday celebrations?
Clint Worley: We are working on a big in-game event that will be a bit of a throwback to the more classic zones and content. The details aren’t released yet but I am sure that the players will enjoy what we have planned.
SPOnG: As veterans of 'social gaming' how much has the take-up of fast(ish - we're in England) broadband into the home changed the way people play? Has it changed the kind of people who do play?
Clint Worley: I believe that it has just made online gaming more accessible. In the early days people would have to pay to play online (sometimes hourly). That is a huge obstacle that many people either couldn’t afford or their parents wouldn’t pay for. Now with the lower cost and the higher bandwidth, we are seeing more people online and that is a great thing not only for our title but the entire industry.
SPOnG: Finally, some insight into the working cycle. If one of our readers wanted to work for you, what skills would they need to bring?
EverQuest
Clint Worley: First thing is a love of gaming. Everyone that works on our project not only plays or has played
EQ but they love playing games in general. Based on the position the requirements are different.
Generally our designers are either hired internally or we have people do an internship where we get a chance to see what their capabilities are then we hire if the person works out.
Artists are a mixed bag, there are some that are experienced with making games and others that can literally have an amazing portfolio that makes us take notice. It literally comes down to the visuals and creativity that make the difference for artists.
Programmers tend to be either formally educated or hackers. Both have a very important role and we actively seek out individuals that have the desire to think outside the box and take on some of the games we make.
SPOnG: Thanks for your time