This week marks the tenth anniversary of Turbine's classic MMO Asheron's Call. One of the earliest games to popularize the genre in the late 1990s, Asheron's Call is also one of the longest-running games in the MMO catalog. To find out more about the early days of the game and its relevance to the current state of the genre, we talked with designer Toby Ragaini and got his candid thoughts about what went right and wrong with the early game design.
In addition to talking about Asheron's Call, Toby was also excited to reveal his latest project, a more mainstream, browser-based MMO called Faunashpere.
Toby Ragaini:
"You hit the goblin for 4 damage!"
"You missed the goblin!"
As silly as that sounds, the basic level of emotional investment was still present in the games. You made a character, leveled him up, collected loot, and perhaps made some online friends along the way. The formula worked, and it wasn't too hard for creative types to image this experience in a graphical environment. Thus was born Ultima Online, EverQuest, and Asheron's Call.
IGNPC: Asheron's Call went against the grain in a number of ways, not only by avoiding some of the traditional fantasy races but also by including a more flexible skill-based character system. What was the motivation behind that decision? Given the continued popularity of elves and wizards in the MMO world, do you feel it was a risk that paid off?
Toby Ragaini:
Similarly, I think having quasi-realistic human tribes replacing fantasy races was a mistake. It really cut down on the amount of visual difference available to player characters. Having short, burly dwarves and tall, elegant elves provides for instant recognition.
However, in other ways, our willingness to buck the trend paid off. I'm still very proud of the unique backstory and fiction that we developed in Asheron's Call. It provided us with a degree of flexibility that allowed us to surprise users, and introduce monsters and villains that people would experience for the first time. And of course, we also stood out in that our environments offered vast seamless vistas. This was an enormous technical achievement at the time, and represented an incredible engineering accomplishment.
Toby Ragaini:
IGNPC: Even with the original feel of the game, there seem to have been some familiar influences. What were some of your main influences when creating the content for the game?
Toby Ragaini:
12:00 am PST November 6, 2009