noamineo wrote on Feb 11
th, 2019 at 12:37pm:
DDO's engine is based on AC. Same with LOTRO.
it all goes back to Ashrons Call...
Quote:Though it was developed by the Turbine team (with Microsoft's extensive assistance), it was published as a Microsoft title until 2004.
It had a multimillion-dollar development budget. It was designed by Toby Ragaini (lead designer), Chris Foster, Eri Izawa, and Chris Pierson. The development team consisted of 30+ full-time developers, including 6 artists, 4 game designers, 15 software engineers and 5 QA testers. Asheron's Call was technically innovative for its time. It did not use zoning, a technique of partitioning the game world into zones that ran on different computers on a cluster. This caused delay when moving between zones. Instead Asheron's Call had a single seamless world. It used dynamic load balancing to determine which computer in the cluster controlled which location area. If one area became overpopulated and sluggish control of part of that location would pass to another computer with a lighter load. Critical development software included Microsoft Visual C++ 5.0, Visual SourceSafe 5.0, Lightwave 5.5, and Photoshop 4.0 Asheron's Call uses Microsoft SQL Server for persistent game data. The original Asheron's Call client allowed computers to use either 3D or software graphics acceleration. The modern client requires a DirectX 9.0 compatible video adapter w/ hardware T&L.
Asheron's Call took 40 months plus 8 months of beta testing to complete. It was originally scheduled to ship during the fourth quarter of 1997. Production was delayed over a year because of the inexperience of the production team. The finished product contained approximately 2 million lines of code. There were six servers available at launch. Asheron's Call launched nine months after EverQuest on November 2, 1999. In the United States, it sold 57,143 copies and earned revenues of $2.64 million by early 2000. Asheron's Call had 80,000 players by the end of its first year. By the end of 2000 its subscription rate was third behind Ultima Online and EverQuest, with 90,000 subscribers from 200,000 box sales. While neither Turbine nor Microsoft have been forthcoming in releasing exact subscription counts, it is believed that Asheron's Call peaked in popularity in early 2002 at about 120,000 accounts and has since dropped to below 10,000. Dark Age of Camelot had 200,000 subscribers in May 2002, taking Asheron's Call's spot as third most popular virtual world.
https://en.wikipedia.org/wiki/Asheron%27s_Callto grasp Turbine prior to 2004 when they parted ways with Microsoft, look no further than the founder Johnny Monsarrat.
Quote:Turbine was founded in April 1994 by Johnny Monsarrat and fellow students at Brown University, as a project with the goal to create the world's largest game. Monsarrat was hit by a car in 1994, which resulted in a payout he used to fund the company. In 1995 the company was based in his mother's house with 12 staff members. They found an office in Providence, RI, but later moved to Westwood, Massachusetts to better take advantage of the software engineers coming out of Boston's colleges. As CEO, Monsarrat used free food and office pranks to keep staff motivated.
The company was originally called CyberSpace because "that seemed cool". Its name was later changed to "Second Nature", but since that was taken, "Turbine" was chosen. Asheron's Call was the company's first game.
^ actually legit.^
https://johnny-monsarrat.com/index.htmlas for the engine both Lotro and DDO are further iterations of what was initially the blood and guts of AC.
& all that took place post 2004 when Jeffery Anderson took the helm @Turbine.
https://en.wikipedia.org/wiki/Jeffrey_Anderson_(game_designer)Jeffery Anderson hired the likes of the Paiz's & was responsible for building most of the current products & acquiring the licenses for both DDO & Lotro post Microsofts 2004 departure & Monsarrats fade from promenance.
In 2007 Jim Crowley took the lead @Turbine and basically transitioned the company for sale to Warner in 2010. Everything done after 2007 was to repurposed Turbine for sale.
https://venturebeat.com/2008/05/01/turbine-picks-up-40-million-keeps-mum-about-i...in essence it has been a bit of a clown show from day one.
i do not know exactly when Severlin came on board, but i somehow doubt he was around prior to Microsofts partnership up until 2004.
but it should be noted again regarding Turbines contribution to the engine...
Production was delayed over a year because of the inexperience of the production team. and once more for good measure...
Production was delayed over a year because of the inexperience of the production team.
i am sure Serverlin is holed up in an office feverishly working on that letter & did not depart SSG back in early December 2018 quietly...