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

Month: February 2005 (Page 3 of 3)

Pattern-Breaking, Metapatterns and a Theory of Fun

In this thread, some people challenged my assertion that WoW has long-term staying power:

Remember WoW is a nice game, any game when it comes out the starting grind and game experience is usually fun and fresh because it is new. Once the player has reached the top level one time repeating that on multiple characters doesn’t stay fresh it becomes an annoyance.

Certainly, that’s the way it’s been in the past, but if it must ALWAYS be that way in the future of MMOs, our genre is doomed.

I suspect we’ll hear more complaints about the grind in WoW in the future as these issues come to light. When people hit max level quickly they will start alternate characters, and it feels a lot more like a grind when you have to complete 90% of the same quests again, run through and explore the same areas again, hope for the same rare drops again.

And here I disagree. Continue reading

Puzzle Pirates Published Post-Haste

Congratulations to Daniel James and his gang for getting Puzzle Pirates on the shelves (thanks in part to my employer, Ubisoft). Puzzle Pirates is, bar none, the most innovative MMOArrrrPG on the market, and I’ve been urging anyone with the power to sign them to a deal to pursue them.

It will be very interesting to see what happens to their numbers, once they leave from a download-only model to a model with some sort of store shelf presence.

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