chevalier
Thu, 7th Oct '04, 12:33am
The official Dungeons & Dragons Online site has posted a producer letter from Judith Hoffman, Executive Producer for Turbine. Here's a snip:
Managing a large development team is easier said than done – it's my responsibility to make sure that everyone’s productive, that everyone has what they need to do their job, and that we stay on schedule and on budget. Another way to look at it: we’re a sleek, well-oiled engine of massively-multiplayer D&D-producing goodness, and I’m the conductor. Or maybe I’m the caboose... it depends on the day of the week. But if you want to peek under the hood for a little bit, and talk about how we might create a piece of playable content, well, keep reading.
Let’s look at something basic: quests. Our ideas come from lots of different sources – they’re inspired by books, movies, our in-house PnP campaigns, Content Designers being hit over the head repeatedly, and so on. Once a quest idea is in place, the designer writes up a description of the quest detailing how it’s received, how it can be completed, how it fits into the campaign as a whole, and of course, the phat loot received for completing the quest.
Read the whole thing (http://www.ddo.com/index.php?page_id=66&pagebuilder[module]=article&pagebuilder[display_item]=14) at Dungeons and Dragons official site.
Managing a large development team is easier said than done – it's my responsibility to make sure that everyone’s productive, that everyone has what they need to do their job, and that we stay on schedule and on budget. Another way to look at it: we’re a sleek, well-oiled engine of massively-multiplayer D&D-producing goodness, and I’m the conductor. Or maybe I’m the caboose... it depends on the day of the week. But if you want to peek under the hood for a little bit, and talk about how we might create a piece of playable content, well, keep reading.
Let’s look at something basic: quests. Our ideas come from lots of different sources – they’re inspired by books, movies, our in-house PnP campaigns, Content Designers being hit over the head repeatedly, and so on. Once a quest idea is in place, the designer writes up a description of the quest detailing how it’s received, how it can be completed, how it fits into the campaign as a whole, and of course, the phat loot received for completing the quest.
Read the whole thing (http://www.ddo.com/index.php?page_id=66&pagebuilder[module]=article&pagebuilder[display_item]=14) at Dungeons and Dragons official site.