It looks like you're new here. If you want to get involved, click one of these buttons!
Age of Conan Game Director Gaute Godager recently wrote an article describing the current state of the game of AoC. He elaborates on his role in the game's development, and he describes the reasons behind the recently announced release date push back, the melding of certain classes, and other changes that have occurred throughout Age of Conan's development.
I know that all of you are anxious to learn more about what's up with Age of Conan, especially after our recent announcement. I will use this opportunity to try to, in a rather detailed manner, go through the very essence of the game – what we have accomplished, what we have changed, where we stand, and also touch on the great future ahead.
As all of you know we are deep in Beta at the moment, and so far way more than ten thousand people have been invited. Naturally not all people are playing all the time (reminder from me: check your email;), but we have some really awesome testers, hacking away at our systems and design. As you all also know we have been in various stages of beta for a long time, but it's over the last months we have really been able to get the feedback we need.
Let me take side-step here to tell you a bit how we look at various aspects of the game. You probably don’t know this, there are more than 500 or so code-features that we have in the game. Each of these features are tracked with a status description defined by QA, beta testers, the core team etc. They also have a level of importance. We do this for all the content as well, every region/zone, monster, mesh and item. We do this to try to make sure nothing slips through the cracks – that everything gets enough testing, polish and rework. We, as most developers, call each round of creation, testing and polish “iterations”. The higher the iteration count, the better the result.
Read the full article here.