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

Category: MMO Design (Page 20 of 36)

On That Whole ‘Fleecing the Customers’ Thing…

Scott at BrokenToys is reporting that Archlord, which originally was going to allow you to pay more money for more powerful characters, has been forced by player outcry to abandon these plans for a traditional subscription-based model.

Many developers have long hypothesized that the one-size-fits-all monthly fee may end up fading in the US in favor of more micropayments and premium content, as has already happened in Korea. Archlord’s changing of plans suggests a handful of possibilities: Continue reading

Interesting Marvel Tidbits

From this Gamespot article:

Frank Pape: We’ve got something better than that. We’re announcing today a fantastic partnership with Cryptic Studios and Marvel to create the Marvel MMO. It will be on Xbox 360 and on Windows, and will feature cross-platform seamless simultaneous play, which we believe is unprecedented.

Gamespot: So it’ll be the same people on the PC as on the 360?

FP: Absolutely, playing at the same time, which we think is tremendous–a unique and compelling feature for folks to play the game…We think that it transcends boundaries across the two platforms.

Continue reading

Cryptic & Microsoft Announce Marvel MMO

It seems like just yesterday, Cryptic was getting their hineys sued off by Marvel. Now, they are officially bedfellows.

What this means to existing City of Heroes players waiting for the next expansion is not known, but I suspect it’s not good. Meanwhile, congratulations, Cryptic, and good luck solving the BatmanSpiderman problem. That being said, I think Marvel is a much better potential MMO universe than DC, but then that’s just me.

Original comments thread is here.

The Revolution is 10 Years Old Today

10 years ago today, my first published title, Meridian 59, launched. It had a 3D client, a virtual world, and was among the first games to charge a flat fee to play.

Meridian 59 is widely considered by many to be the first MMORPG. Which means that even if you’re uncharitable and don’t count older games like Gemstone, MUD and Islands of Kesmai, the industry has now officially been making MMOs for 10 years. You’d think we’d be better at it by now.

Meridian 59 is still up and running – you can download a demo here.

Edit: No, there is no demo. I am apparently addle-minded.

Original comments thread is here.

The Hand-Me-Down Effect and the Rule of Screenshot Identity

So last week I discussed the importance of running on a minimum spec machine. Sure, this expands the market for people who might buy the game, but I think for an MMO, it may be even more vital for one obvious reason: the hand-me-down effect.

Simply put, your average household does not have two top-of-the-line, tricked out, Alienware boxes. They might have one. But if you are a game that depends heavily on Coupleplay (playing with someone you know in real life), this suddenly catapults in importance.  Nick Yee things Coupleplay is vastly important. And while I tend to question Daedalus’ data methodology in general, I tend to agree. Continue reading

Curt Schilling, EQ Junkie, Realizes He Can Roll His Own

So what do you do if you’re one of the highest paid, highest profile MMO players of all time? Simple, you get into the business for yourself. And, um, you bring a couple of high-profile friends along.

Schilling knows that, like with baseball, getting a game together is a team effort and has enlisted the help of some other entertainment luminaries. Serving as art director will be Todd McFarlane, creator of the Spawn comic and noted baseball memorabilia junkie. R.A. Salvatore, a fantasy writer who will keynote the upcoming Dark Age of Camelot Roundtable in Las Vegas, will be the publisher’s creative director.

Continue reading

Proof You Don’t Need Combat…

My power point presentation is now online in the sidebar.

During my talk, I said, “You don’t need combat. You just need something visceral, tactical, repeatable, with potential for co-op play and which is easy to learn, but hard to master.” Some people thought I was speaking tongue-in-cheek, and that I thought that only combat could actually ever fit that bill.

Meanwhile, Kart Rider just announced they hit 700K concurrent users.

Tim Carter Takes Umbrage!

Who is Tim Carter? I have no idea, but it’s quite possible it might be this guy. Why do we care? Because he said nasty things about my talk, even though from reading his criticisms, it’s pretty obvious he didn’t see it, or understand it.

To be fair, I expected some sour grapes about what I said, since it’s easy to interpret what I said as “Do the status quo”. What I was actually trying to say was, “Please innovate, but if you’re going to innovate, have the courtesy of understanding the status quo. That way, the innovations will be better than what we have now. Which means, they’ll be, in fact, innovative.” Anyway, let’s hear what Tim has to say. Continue reading

More Cool Graphs from PARC

I love the PlayOn guys. Even though I find myself frequently questioning their methodology, they always ask interesting questions which makes me think about the games I’m building. Here’s a really simple one, based on levelling time in WoW. Take a look.

The shape of the graph is really interesting, with a slight dip at level 39, followed by a huge spike at 40. This, most likely, is caused by mounts. People grind through 39 as fast as they can to get the mount, then afterwards enjoy an emotional release. Perhaps they are relaxing after slavishly grinding, perhaps they’re focusing on earning cash to buy the mount, or possibly they’re just joyously exploring the world with their new speed buff. At any rate, it shows how powerful strong ‘threshold’ rewards can be in motivating players.

Also of interest: a lot of battlegrounds players will choose not to level up once they hit the highest level in a battleground level band (i.e. staying at level 29 so they can rule the 20-29 battleground). As such, you’d expect to see some spikes at the -9s. This doesn’t appear to be evident at all, although I note that their samples are on PvE servers. It would be interesting to see the same graph on a PvP servers, where players might be more likely to min-max for the battleground experience.

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