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Korean mmorpg project eve
Korean mmorpg project eve






They began to concept multiple other projects. The company entered what he calls an "adolescent" phase. "The concept of working on one game for such a long time was so unprecedented that a lot of people were itchy to do something else," says Pétursson. Hilmar Veigar Pétursson, CEO of CCP and owner of big sword. In the late 2000s, after years of managing a galaxy of increasingly notorious player scoundrels, staff at the company wanted a break from Eve. "In our very small definition of a niche."īut if death and taxes are certain, so is struggle. "That was where we felt we were the biggest," says Pétursson. By 2006 CCP had more than doubled the figure. Nexus had set a record of about 12,000 users in a single shard. In 2004, one year after release, Eve Online broke the record for concurrent users in a single virtual world, which Pétursson says had been held by a Korean mythology MMO called Nexus: The Kingdom Of The Winds ( incidentally this has also survived into the 2020s and calls itself the world’s longest-running graphic MMORPG). We had a big playtest at the company, and that was quite a feat." "That was probably the first time I really played deep. "But when we merged the streams of the 3D version and… the multiplayer version, that was a big moment," he says. In the studio, people would look at the 2D version he was working on and joke: 'Hilmar knows the game is supposed to be in 3D, right?' "Which was royally confusing to everyone working on the game," says Pétursson. A 3D singleplayer version for the graphics and game engine, and a separate 2D version for developing "the databases and backend and whatnot", all the spreadsheety details that would later make up Eve Online's brutal network of space stations and pilots. The isolated developers decided on a space game partly because it would save a lot of work on making assets that would dominate the creation of a game set on Earth or some fantasy realm ("You don't have to make the grass and the trees and all the houses," says Pétursson.) And for the first year of development they worked on two versions at the same time. We were in Iceland and there were no game developers in Iceland, until we came along." It was even to the point that nobody had really even met a game developer before.

korean mmorpg project eve

Especially because nobody in the team had ever made a game before. "It was in many ways impossible to get all these things to work together with a tiny team. But we thought we had a pretty good theory about how we would put it all together. "Making a single shard MMO is a ludicrous idea, even today, let alone 18 years ago. "It was surreal when we shipped the game," says Pétursson. No instances, no splitting the players across multiple servers. And with that small staff they set out to make an MMO in which all players could exist in one big world. In Pétursson's earliest days at the company in 2001, the company had a total of 35 people (today it has hundreds). It hasn't always been swords and champagne at CCP, but there has always been big talk. Pétursson is one of the few who has reached twenty.

korean mmorpg project eve

Spend ten years with the Icelandic studio and a Viking sword is smithed in your honour. "It's a German knight's sword circa 1600, I think," he says of the large Zweihander he recently used to open a bottle of champagne. There's a lot of things that go on forever." "The pyramids, the Great Wall of China, the Bible, like, take your pick. Or it might be the confidence of a man who has just received a sword to celebrate 20 years working at his own company. The company boss might simply be displaying the kind of hyperbole CEOs are known for. And if they do a good job of being relevant and keeping up with the times, there's no reason for them to end." The concept of money, the US dollar… These are social constructs and games are no different. "There's a lot of things that go on forever. "The pyramids, the Great Wall of China, the Bible, like, take your pick," he says. Pétursson tells me this over a call in a quiet, model-strewn office, red-haired and looking a little fed-up with internet meetings after a year of pandemic lockdown. Well, not according to Hilmar Veigar Pétursson, CEO of the game's developer, CCP.

Korean mmorpg project eve generator#

But surely even this infamous generator of sci-fi skulduggery must pay the final toll some time. Alongside long-toothed MMOs like Runescape, it has survived where others have fallen. It predates World of Warcraft by over a year. After 18 years and countless updates, Eve is one of the longest-running MMOs in the industry. The space-faring MMORPG has no central government to shake you down for road money, and space pilots are cloned anew after every ignoble death. Whoever said "nothing is certain but death and taxes" never played Eve Online.






Korean mmorpg project eve