Mar 242015

Inside the mind of a producer

Severlin remains a mystery to me. Not in a bad way. Just, he’s so new, we don’t really know what to expect.

I imagine you do know if you are a long-time Asheron’s Call player. But then if you are, what are you doing here? Plus, I think the scale of things was different with AC. Severlin might have been the producer of mainly just himself, deciding what needed to be programmed and then doing the programming too. A one-man shop.

Or maybe not. I don’t know this, I’ve never met Severlin, nor even talked to anyone who has. For all I know, he’s really Fernando returned, using a slightly less flamboyant nom-de-plume and implementing his original vision, cackling at our lack of understanding as he goes about pushing the game in the direction he intended all along.

Except no. Fernando was all mystery and pronouncements from on high. Severlin’s style is more transparent, and more intimate, and more personal.

More, Severlin’s comments show an easy familiarity with the way the game works. He groks the details. Fernando was clearly more hands-off when it comes to details, most famously when he described greensteel crafting as “hardcore end game” (except he said this in 2011) and then in the same interview went on to describe how Cannith crafting would work, except he totally got it wrong.

There seems to be zero chance that these are the same people. Yet, I’ve never seen them both in the same room at the same time. So who knows.

I present for your review one piece of evidence that should put this to rest once and for all. One forum post, from last week, in a thread titled “FR Realms storyline Dead?” where the poster questions the direction of the game.

I thought the Producer’s Letter was fairly detailed, but I can offer a bit more:

~ Do more classic dungeons.
~ Get back to the habit of ongoing storylines that span multiple updates. We are targeting 9-12 months to start.
~ Open up more build choices and more frequent build design discussion through revamps.
~ Have more itemization, both short term for players with less time and long term for players with more time.
~ Let characters progress to level 30 in a fun and satisfying way.

Going more into detail on the specifics of what we are doing with the class passes would take a lot more time than I currently have, but I will try to proceed class tree posts with a post on overall design goals for a class before we get to the details.


That nails it. There is no chance that Fernando would ever come up with a post that included clear and direct bullet points. Frankly he would not have had a forum post at all, but if he did, it would be vague and hint-y and probably wrong.

I’d like to go into more detail about those bullet points. But that will have to wait for another day. For now, it is enough to know that our current producer talks to us directly and transparently, and (at least so far) delivers on what he says.

And those are all good things for a producer to do.

🙂 😀 🙂

  3 Responses to “Inside the Mind of a Producer”

Comments (3)
  1. I really like the direction of classic dungeons in the game and I am very excited about the Temple of Elemental Evil coming out next month.

  2. I am really digging what Sev is doing. The amount of and quality of the communication coming from the team has been great.

  3. Sev’s generating what DDO always needs to keep its player base: Anticipation.

What do you think?

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