David Allen QOL / Quest Online Part 2.1


Author’s Note: This article is Part II of a one-on-one discussion with David Allen about Quest Online’s origins.  I am currently working on researching the origins of the online gaming industry, and I found this information interesting and an important part of the overall story.


CONTINUED FROM PART 1 of
David Allen and Quest Online / QOL as can be seen here.


David Allen says “QOL grew very slowly and steadily. We only hired people as we needed them. This ensured the maximum value for the invested dollars and made sure we didn’t have unnecessary overhead. And since QOL was avirtual company, our overhead was next to nothing. Greg offered for us to use the “server cage” at the SmartReply data center to host all of QOL’s servers in order to help save money as well.”

The vision of QOL was made clear to everyone who worked at QOL as was the vision and overall design for Alganon. David ensured they never had useless meetings that wasted hours of time. [Read more...]

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David Allen QOL / Quest Online Part 2.2

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MyAlganon and the Library are exceptional systems many seem to overlook; a social network tied into real-time game data and character statistics similar in nature to WOWHead or the WoW Armory. And QOL had these up and running before the game even launched. This was quite an accomplishment. Pairing MyAlganon with the online library, accessible both via web and in-game, Alganon launched with the ‘support’ features that most MMOs take years to develop. It was several years after their launch when WoW released the Armory, or when Lord of the Rings Online launched the MyLotRO.com, and sites like WoWHead still serve as the main repository for player information. With Alganon, all of this was available at the player’s fingertips at Launch and tied directly to their source data. This was a major accomplishment. [Read more...]

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David Allen QOL / Quest Online Part 2.3

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While David knew QOL needed a publisher, everyone involved completely underestimated the level of marketing necessary to gain exposure in the industry. He tried to find a sales and marketing specialist but with the market shift to F2P and other competitive factors he just couldn’t locate the right individual with the experience necessary to provide guidance and properly direct the marketing of Alganon.

There’s no question that a MMOG is hands down one of the most complex software products a company can build and it takes time to refine the technology, especially when a company builds their own technology. With a push to release Alganon due to limited funds,David had to make a decision as to when Alganon was ready. Since MMOGs are never “finished” he had to determine when the game was ready for the public to play it.

David commented, “The problem at launch was the lack of exposure and shift in the market. Apparently, people were no longer looking for a new subscription fantasy MMOG no matter how good it was and few knew about Alganon because of a lack of marketing.[Read more...]

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