It's free to join Gamasutra!|Have a question? Want to know who runs this site? Here you go.|Targeting the game development market with your product or service? Get info on advertising here.||For altering your contact information or changing email subscription preferences.
Registered members can log in here.Back to the home page.

Search articles, jobs, buyers guide, and more.

by Toby Ragaini
Gamasutra
May, 25, 2000

This article originally appeared in the
April 2000 issue of:

Printer Friendly Version
   
Discuss this Article

Letters to the Editor:
Write a letter
View all letters


Features

 

Contents

Introduction

What Went Right

What Went Wrong

A Unique Company Résumé

A Unique Company Résumé

Asheron's Call was a tremendous learning opportunity for Turbine and Microsoft. Despite all the problems and setbacks, Asheron's Call is a success story. The game has been well received by PC game enthusiasts as well as the majority of the game industry press. The fan support for Asheron's Call is overwhelming, and players routinely spend more than six hours a day logged into the game world.

In addition, Turbine is now in a very desirable position, being one of only a handful of developers (and the only independent studio) that has successfully created a massively-multiplayer title. Industry analysts predict that online games will be the fastest growing segment of entertainment software. With its reusable architecture, robust toolset, and (now) experienced developers, Turbine intends to remain at the forefront of massively-multiplayer gaming.

Toby Ragaini leads Turbine Entertainment Software's design team and was the lead designer of Asheron's Call. He is currently working on Turbine's next-generation massively-multiplayer game.

Asheron's Call

Turbine Entertainment Software
Westwood, Mass.
(781) 407-4000
http://www.turbinegames.com

Release date: November 1999

Intended platform: Windows 95/98

Project budget: Multimillion-dollar development budget

Project length: 40 months plus 8 months of beta

Project size: approximately 2 million lines of code.

Team size: 30+ full-time developers, including 6 artists, 4 game designers, 15 software engineers, and 5 QA testers
.
Critical development hardware: Intel Pentium PCs

Critical development software: Microsoft Visual C++ 5.0, Visual SourceSafe 5.0, Lightwave 5.5, Photoshop 4.0, RAID.

.

Discuss this article in Gamasutra's discussion forums

________________________________________________________

[Back to] Introduction


join | contact us | advertise | write | my profile
news | features | companies | jobs | resumes | education | product guide | projects | store



Copyright © 2003 CMP Media LLC

privacy policy
| terms of service