Hm, I don't think you realize how loaded that question really is (mostly because it spans so many years and everyone's roles and responsibilities evolved).
- When I first started on DAoC, I was also still running Mythic's older games. Eventually, we got someone to back-fill me because it was too much to do that and handle stuff on DAoC at the same time.
- The initial "design" of the game took place as just a series of casual chats between the whole 12 of us who worked at Mythic, at the time. Originally, the game was going to be a graphical version of our Darkness Falls: The Crusade game (text MuD). That was already a three-realm RPG, so some of our concepts were already designed and tested. However, we all agreed that we wanted something that people would recognize. Camelot was an IP that no one owned, so we were all in favor of rolling with it. (We had very little money when we started).
- I handled all of the beta invites; there were not automated systems for that yet, so I reviewed everyone's application by hand. If someone had a particularly clever submission (such as a video of the "Amish Gamer"), I would give them an automatic pass.

- On the design side of things...
In the very earliest days, before we had any tools or division of labor, there were three of us doing in-game content, which at that point included building zones, monsters, loot, AI, the first of the quests (very tiny ones). Because we did not have anything remotely similar to what games have now for tools, our level design (or world building, as we called it then) took place using Photoshop and painting grayscale maps. We had to hand place each and every tree by finding the x,y,z coordinates in the game and then manually entering them in to a text file. Any type of quest or NPC text was done by command line. We eventually decided that we were not being efficient (and different people had different ways of implementing stuff), so we divided the responsibilities between various individuals--some focused on level design, some on quest writing, some on monster placement and AI, etc.
- I was the team researcher; everything from geography, topography, ecology, mythology, history, lore, etc,. I studied all of those things and knew it like the back of my hand (sadly, some of that information has been slipping from my memory, but I do still have my reference material).
- I designed the game maps (the 2D version of how the world would go together); I was pretty meticulous in researching Wale/England, Ireland, and Sweden. The general world map followed the real maps of the world, and zones that I actually built were done by using topographical maps of the areas they represented (scaled down, obviously)
- We hired a person who worked for me who would then take over much of the level design, using my maps as a guide (though I still did some of it up through ToA)
- I wrote up a significant portion of the game's backstory (from which the later quest writers would get their material)
- I was responsible for coming up with the first two expansion concepts...before anyone freaks out, I do want to share that the
original concepts were different than what they ended up being.

- From SI, the Valkyn were originally supposed to be descendents of Valkyries with visuals slightly inspired by Hawk from Buck Rogers (feathers for hair)
- From SI, the Inconnu were supposed to be tall and scary. This was their visual inspiration:

- From ToA, the original concept of this was "Urban RvR" ... a handful of zones taking place entirely within the city of Atlantis (Atlantis was a stretch, but we wanted something that had a different visual theme than what the three realms already had; I'd found a mentioning of Atlantis in one of my Arthurian references and just went with it).
- I designed all of the general monsters (their backstory, their stats, their basic AI, their faction relation, information as to what they should look like...though I did not have direct control over the resulting art)
- I populated a number of zones
- Eventually, we hired more content developers who worked for me. These individuals would take the general monsters and populate them in various zones. They had rules as to how many camps each zone should have and how many "special" AI encounters they should have.
- We also hired quest writers, who worked for me, as well. Initially, there was just one quest writer for each Realm. They utilized what was in the game backstory I'd written, and wrote out all of the game's quests.
- There were a number of advanced AI encounters that I designed and implemented, and they are found in all three Realms. I don't remember a lot of them, but mine always had a "way out." Some of them were the rare whimsical kind and others were of the raid variety. I may have been responsible for Caer Sidi (back when big long raids were the in-thing and sort of our mandate for epic content. When I eventually came back to the game, I also made sure we took out all the door requirements for those epic dungeons). By the time ToA came around, I was more focused on management and less on implementation. I do recall implementing 4-10, I think it was (inside the pyramid).
- I designed and implemented most of Darkness Falls (though a couple of encounters were used to train the then-newbie content designers we'd hired)
- I designed a lot of the basic concepts for most of the races and classes, though I did not implement their specific stats, skills, spells, abilities, etc (oddly, a lot of the latter stuff was originally done by the programmers who were writing the code before we eventually added a class systems designer to the team much later)
- I left the game for a while to work on Imperator, and I eventually came back to DAoC. At that point, I was fully managing the teams. We redid the dragon zones via the dragon campaign, as well as the keeps in frontiers. Even though we were quite understaffed, we managed to accomplish quite a bit on both fronts. (I was also managing Ultima Online for part of that time, as well). We were also working on a full re-do of the UI (all of the artwork was completed; but we lost programmers part way through implementation, so we couldn't finish it.)
- I had written up a complete concept and design for Origins. Then, the last thing I was working on (and why I stopped being producer) was a concept and design for a new generation of the Camelot IP.
There are probably dozens of other things that I'm not able to recall at the moment, but that's what comes to mind for now.
- Lori