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<blockquote data-quote="Troll Wizard" data-source="post: 3396545" data-attributes="member: 17513"><p>As Steel Wind said above Atari had nothing to do with it. Turbine paid Atari for the license to make DDO, but otherwise self financed it themselves. They wanted as much self-control as possible for design reasons. Of course that means when the money runs out, they have to deliver what they have completed ready or not, as they are still liable to their outside investors. Turbine did let WOTC review and approval some of their changes to the core rules. Some I understand due to technical reasons and some of course were to financial reasons.</p><p></p><p>IMO DDO failure was that they tried to appeal to D&D players <u>and </u> regular MMO players. I enjoyed it immenseily from Beta 2 thru the first three months. But once they started committing more and more resources to non-D&D elements (solo play and PvP) instead of new adventures, classes, feats, spells, skill uses, etc. they lost me and my 2 friends. In the beginning it was easy and great fun to quickly assemble parties, and the best quests required a good mix of classes to successfully complete it and all the optional goals within that adventure. The constant ramp up of PC power with the uber level enhancements and monty haul of magical treasure also turned me off. They explained it of, as their "house-rules;" Turbine being the DM. Which is fine, I decided then to find another DM.</p></blockquote><p></p>
[QUOTE="Troll Wizard, post: 3396545, member: 17513"] As Steel Wind said above Atari had nothing to do with it. Turbine paid Atari for the license to make DDO, but otherwise self financed it themselves. They wanted as much self-control as possible for design reasons. Of course that means when the money runs out, they have to deliver what they have completed ready or not, as they are still liable to their outside investors. Turbine did let WOTC review and approval some of their changes to the core rules. Some I understand due to technical reasons and some of course were to financial reasons. IMO DDO failure was that they tried to appeal to D&D players [U]and [/U] regular MMO players. I enjoyed it immenseily from Beta 2 thru the first three months. But once they started committing more and more resources to non-D&D elements (solo play and PvP) instead of new adventures, classes, feats, spells, skill uses, etc. they lost me and my 2 friends. In the beginning it was easy and great fun to quickly assemble parties, and the best quests required a good mix of classes to successfully complete it and all the optional goals within that adventure. The constant ramp up of PC power with the uber level enhancements and monty haul of magical treasure also turned me off. They explained it of, as their "house-rules;" Turbine being the DM. Which is fine, I decided then to find another DM. [/QUOTE]
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