Zen Of Design

The design and business of gaming from the perspective of an experienced developer

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Synchronicity and the Promise of ‘Massively Multiplayer’

Raph has a thought-provoking post today. At its core is a question about synchronous vs. unsynchronous gameplay, and the expectation of exclusivity that most MMOs seem to want.

His general gist: MMOs appear to be the only social space that want your time exclusively. Bars don’t build their businesses, hoping that everyone is locked into that business model. He argues we’re closer to theme parks, once you’ve paid your entrance fee. He asks, “Why are we more like theme parks than the neighborhood bar?” Continue reading

How Game Economies Can Fail to Incentivize Fun

When WoW announced that you could buy a flying epic mount in the Burning Crusades for 5K gold (up from 100g to get your original mount at level 40), a lot of people predicted that WoW’s economy would have some significant problems. But it was the opposite problem that you might expect – it turns out that there wasn’t ENOUGH gold in the system.

The problem is that the primary way for new gold to enter the system in a fun and interesting way was via questing. Once you are level 70, quests can give 10-25 gold on completion of the quest (once you’re 70, experience you would have earned if not maxed out is converted to gold). The problem, of course, is that quests are a finite resource. You run out of them. Continue reading

Cryptic Sells City of Heroes to NCSoft

This was, perhaps, inevitable, but I’m still surprised at the lack of discussion of Cryptic selling the rights of City of Heroes to NCSoft, including handing them a shake and bake live team of Cryptic employees.

This is an interesting next (final?) chapter in the Cryptic-NCSoft history, which includes the launch of a tight, successful (if a little niche) MMO, which drew the interest of the major hitters in the comics industry, namely DC and Marvel. Marvel tried to sue Cryptic, and NCSoft helped provide a legal defense. The matter was settled quietly eventually, but then Marvel attempted the ‘can’t beat em, join ‘em’ strategy, handing Cryptic the keys to the elusive Marvel ghost ship. Continue reading

The TV Writer’s Strike, and How It Could Be Gaming’s Gain

The Scriptwriter’s strike kicked off this week, with the primary bone of contention being the Scriptwriters getting more money from DVD sales and/or Internet work (especially relevant, now that many television shows are shown for free on the Internet). By contract, show runners can only run scripts they have in the can, and in an interesting twist, may only shoot scripts as they are written (which terrifies everyone concerned).

So far, public opinion seems to lean in the scriptwriter’s direction, as they’ve done a better job at creating a grassroots campaign for their cause, as well as getting the stars to come to speak on their behalf to the press. The studios, in a response that can only be described as the stupidest possible response this side of the RIAA, appear to be considering responded by cancelling shows (mostly marginal, but some hits such as 24 are already reportedly being pushed off a year – if they come back at all). Continue reading

My Trip to Canada and Indiana

Sorry for the lack of communication. I’ve been on the road all week, first to Edmonton to talk about game design process. Currently I’m in Bloomington, IN, to give my Zen of Game Design talk for the virtual worlds department that houses such luminaries as Lee Sheldon and Ted Castronova. While there, I hope to give Lee some shit for the end of this.

As a happy accident, I got to tag along to the Mass Effect launch party while in Edmonton. They sure know how to drink up there. I suspect it’s because it’s too cold to actually do anything outside. Just finishing a lot of crunch to make a kick-ass game probably was a factor as well.

CEO of EA: Games Are Too Expensive

My new boss thinks that games today are too expensive.

Riccitiello says the $31 billion gaming industry will suffer if it doesn’t start to reevaluate its business model. Game executives at Sony (SNE), Microsoft (MSFT) and Activision (ATVI) must answer some tough questions in the coming years, like how long they can expect consumers to pay $59 for a video game. Riccitiello predicts the model will be obsolete in the next decade.

“In the next five years, we’re all going to have to deal with this. In China, they’re giving games away for free,” he says. “People who benefit from the current model will need to embrace a new revenue model, or wait for others to disrupt.” As more publishers transition to making games for online distribution, Riccitiello says he expects EA will experiment with different pricing models.

Continue reading

Guitar Hero III First Musings

Played just a little bit of Guitar Hero III last night. Played it unlocking stuff on easy (wife wanted to play, and her wrist is still not up to 100% from her surgery), so your mileage may vary.

The new wireless guitar is awesome. It feels good, it’s responsive, and has the most accurate ’star power’ detection since the first guitar from the first game. So at least in this one area, it’s an improvement. The song list is also mostly good, although there is one tier where it seems your entire song list is 70s songs I could care less about.

Things I didn’t like:
1) Whoever thought it was acceptable to ship a rhythm game where activating star power causes a notable framerate hitch, throwing off your rhythm, needs to be taken out back and pummelled.
2) I was expecting to be shocked and disgusted by the ’strip club’ level – or at least be forced to pretend to be so for my wife’s benefit. Turns out, I got one entirely clothed dancer who … danced bored. Really, we’re playing Rage Against the Machine, and she’s dancing like she just downed a bottle of valium. I was actually insulted – because I could have sworn my rocking deserved better than that.
3) I think my wife counted 15 fonts used in different places. It felt like a bad MySpace page. Somewhere, an art director needs to be hit with a clue stick.
4) They replaced my beloved Pandora with a Japanese schoolgirl? Are you kidding me? God, she was awful.

And then we get to the boss fights. It turns out they are exactly as non-fun as I thought. Even worse, they are anti-fun. If these boss battles ever came into contact with actual fun, the universe would fold onto itself. This is a clear example of a place where design should have iterated on the idea, and then afterwards gone to a bar and shared a beer while talking about how collossally bad a game design decision it turned out to be. Instead, they shipped it.

Original comments thread is here.

Subverting the Paradigm

Like many others around, I’ve been playing a lot of Puzzle Quest lately. I had already bought it for the DS, and really enjoyed it, but to be honest, I’m not a huge handheld guy unless I’m spending a lot of time on airplanes. Playing it on my big screen TV turned an enjoyable experience into an utterly addictive one.

What’s interesting to me is why its so addictive. After all, the core mechanics are just a less polished version of Bejeweled, with a couple of snazzy abilities. The easy answer is the RPG elements (and funny, how other game genres are trying to incorporate them while MMO players beg us to reduce them). But there’s something else interesting going on. Continue reading

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