I think it takes a lot more than custom graphics (which we are all taking from mostly the same places anyway) to make a good shard. Sure, custom graphics are nice, but they aren't the most important thing. The cool graphics will make everyone say "wow" for awhile, but eventually that novelty wears off, and then you need other things to keep people playing.
I can understand taking pride in your shard and your work. But at the same time, I wouldn't get too concerned about people "stealing" maps and graphics, as there is no real way to totally prevent it. If someone really wants your stuff, there are ways for them to get it. We all "stole" it from somewhere anyway, whether you are using UO's graphics, or graphics imported from some other game. Unless of course you totally replace ALL the graphics, but no one has done that yet that I am aware of.
Keep in mind also that the harder you make it for someone to easily join your shard, the fewer players you will have. Most people don't want to download a bunch of third party things to get up and running, which is a problem that custom shards have to begin with. People are generally lazy and don't want to go through a lot of bother to try a shard out.
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It is nonsense to try to develop second similar shard. You will be never able to catch up with cca 7 years of development.
To say that no one should start a shard because they will never be better than Endor or catch up to Endor's level of development is pretty arrogant and is not really true, and I'll tell you why:
- What is "better" is all in the eyes of the beholder, and there are different shards that are "better" for different audiences.
- Just because a shard isn't public yet doesn't mean that there has been no development on it, some shards have been in development for many years already. My own shard is one of those, I know Tragena is another one. I'm sure there are quite a few more.
- A good team of talented coders and world builders who know what they are doing can develop a pretty awesome shard fairly quickly. And they will probably have ideas that are different than yours, and maybe even better than yours.
- There are a lot of different things that go into making a successul shard too. Most important of all is a sense of community, which no developer can write code for and no artist can draw. A lot of shards do the custom graphics thing great, but totally lack any "soul" or sense of immersion. A lot of shards have terrible staff members who drive people away. Some shards totally lack any background lore, others have no events and quests. So there is a lot that goes into a good shard besides coding and art.
On your questions about how to increase your international community:
I think that putting up an English version of your site is a great start.
I would keep in mind that the UO emulation community is shrinking, not growing. And within that community, the number of people who want to play on custom shards is probably smaller than the number of people who just want to play on a UO clone server. So our audience is pretty small to begin with.
I would add some native English speaking staff members who can help with building the English speaking community and maybe even tailor some events specifically towards them.
But you may never totally become international because people will generally migrate towards places and cultures where they are most comfortable. If most people on the shard don't speak English, a lot of English speakers won't feel at home there. And there's not much you can do about that. It's just human nature.
All of this goes back to my point about how graphics alone don't make a shard. To me, the graphics are icing on the cake, but its a big cake with a lot of ingredients in it. And not all people like the same flavor of cake, so even if you have the best shard in the world, it may not be the best shard for everyone.
Also, "success" means different things to different people. For some, a successful shard is one with hundreds of players. Others might prefer a smaller more intimate shard tailored to specific interests. I know for myself it's not the number of players I am concerned about, it is the quality of the players, and keeping those quality players interested in coming back that is important to me.
On a side note, I'd be interested in hearing how your technique of extracting infinity engine graphics is different or better than others? Can you give us some info on that?