Here's his new project: World of Crusade (http://crusade.qol.com/)
couple thoughts from the mmorpg.com interview with him:
http://www.mmorpg.com/showFeature.cfm?loadFeature=620&bhcp=1
"Your progression system combines a class based approach with a skill based usage system. However, you only have six classes. Do you think character diversity (in terms of internal statistics) is a problem?"
"Ive always liked the saying More isnt always better sometimes it is just more. While there are only six core classes to start from, those core classes can expand into a multitude of subclasses. That was our goal instead of having a typical level-cap pyramid structure where you have tons of options to start off with, but in the end they all end up being similar or the same with no room for progression, we decided to turn the pyramid upside down and start off with only a few entry points to get the player familiar with the basics, and then allow them to grow the character exponentially."
what games have the "pyramid" style class system? every MMO that ive played starts with more generic classes and allows specialization as you progress...
"Combat is something a lot of games have tried to spice up, but after years, we still hear people talking about go get a sandwich combat. What are you doing in Crusade to address the tedium of some RPG mechanics?
Combat is a double-edged sword in MMOGs. Many people like the simple command and execute while others want more FPS-style tweak control. I wish I could tell you were designing the next best combat system, but the fact is that we are simply going to design the system that works best for our game. Will it be similar to other MMOGs? Probably. Will it be revolutionary? Probably not. But will it be Evolutionary? Yes. Point in fact, if our players are too busy enjoying the game to think about how they dont like combat, we were successful."
this certainly worries me. i think the main reason i didnt like horizons was that the combat was so freaking boring. obviously combat is a big part of these games, and if it sucks im not gunna be "too busy enjoying the game" to notice.
(Edited by Lifesbane at 2:22 pm on June 8, 2006)
I kind of know what he means about everybody ending up the same. There's a particular set of "best specs" that most classes boil down to. I don't really see how his suggestion to start off with six basic classes and then subclass out as you go, avoids that. In fact, it sounds exactly like every other game I've played.
I think the dystopia he's describing is the UO-skill based model, where everybody became a GM in everything at some point.