Why? I guess mostly because I felt drained. I’ve been working on that game for two years, including preliminary research, and I needed a change. I felt consrained by the role of lead programmer, too – it meant too little freedom for me. Whenever I ended up actually programming something, it was either some piece of glue that someone else needed, or I felt guilty because I was not doing one of a million other things.
So, back on AO now, and I’m falling into the nice after-expansion time when all the plans for what’s next are new and good, when the reality of time & money hasn’t destroyed all the high-flying plans yet, and the possibilities for what we could do next seem endless. Well, not endless, actually. Anarchy means working on a product that’s already out, for which the player’s idea of what kind of game it should be and what we are allowed to change is often frustratingly narrow, and you simply cannot do everything. In a way, I like that, too. Sometimes constraints are good.
First thing I’m doing: Port the whole thing from VC6.0 to Visual Studio .NET. No way am I ever going back to Visual C++ 6.0.