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

Category: MMO Design (Page 22 of 36)

SOE Buys CCG Company, Clearly Up To Something

Here’s the link:

Sony Online Entertainment has announced that it has acquired “key assets” of online trading card game developer Worlds Apart Productions (Star Chamber). Certain employees from Worlds Apart will form the core of the new SOE-Denver, adding to SOE’s worldwide group of studios including San Diego, Seattle, Austin, and Taiwan.

Based in Denver, Colorado, Worlds Apart Productions has been building and operating online games for 10 years, currently including online CCGs like The Lord Of The Rings Online TCG, Star Trek Online CCG, and even an online CCG based on NCSoft’s MMO title Auto Assault, as well as the aforementioned Star Chamber.

The newly formed SOE-Denver’s core technologies have far-reaching potential, such as the ability to integrate board or card games into existing SOE online games, as well as the creation of new games altogether.

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In Abstentia

Sorry I haven’t posted much lately. I’ve been on heavy documentation duty at the office, and when that occurs, my desire to write something actually worth reading drops dramatically. It’s a shame, since a lot has gone on lately.

For the time being, go read Scott’s Design Challenge. I was going to post the same thing, only Scott did it first, and to a much higher level of quality than I ever would have.

The Subtle Promise of EQ’s Expansion

In a time where every new MMO that’s not named “World of Warcraft” has struggled, it’s kind of heartening to see that Original Gangsta EQ is releasing an expansion pack, which includes the usual new levels, new race, and expansion of the level cap.

The most interesting line of the press release to me, though, is this one.

Content for Levels 1 to 75: Play through every level of the game without ever leaving the Serpent Spine Mountains.

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SWG Emulator Hits Alpha

Slashdot has the story: an SWG emulator has reached the status of vague feasibility. I admit, the movie is quite cool. There are a couple of interesting spins on the story:

The first thing to note is of course the to dance around the fact that there is apparently a market for an SWG emulator where previously there was not. I will decline to comment beyond that.

The second thing that comes to mind is to wonder what the team’s plans for data storage is. I know enough about SWG’s infrastructure to know that pre-NGE made Oracle databases cry like a little girl.

The third thing is that I can’t imagine this not getting shut down by LucasArts and Sony at record speed. To quote one person in the Slashdot thread:

“Execute Order 66. Wipe them out. All of them.”

MMOs and Word of Mouth

Once upon a time, I had a co-worker that had 6 Everquest accounts. He was a dedicated fan, in love with every facet of the experience – the raids, the epic loot, etc, and he was continually trying to get the design team of the game I was working on to add more EQ-like aspects to the game I was working on.

Let’s just say that this would have been a significant design shift.

One day, I snapped, and matter of factly asked him, “How many times have you recommended EQ to someone you know in real life?” Continue reading

WoW’s True UI Innovation

Every now and then, in design circles, you come across someone who sees the modifiability of WoW’s UI to be the Robot Jesus of game design. Players can finally customize their own UIs! Instead of fearing players, Blizzard embraces them! Somewhere in here, it comes across that, indeed, information does in fact want to be free, yo.

Now, I love the power and flexibility that this provides to the players. What’s more, I’m gratified that the Blizzard team is smart enough to incorporate some of the most popular of those mod changes into the real game. A commitment to doing so is what turns the feature from a niche feature for hardcore users (which incidentally drives the live team nuts to support) into one that benefits all players – eventually. When that happens, its a real validation for the model. But it’s still not what WoW did right. Continue reading

Raph on Measuring MMOs

Raph has chimed in on the problems with comparing MMO populations to each other. It’s excellent, and touches (and improves upon) many things I was thinking about posting, so I’ll just thank him for saving my time.

Incidentally, this was all instigated by Sir Bruce’s latest update, and a stray comment on Slashdot that this chart shows WoW has surpassed 50% market dominance worldwide. And even though there’s a lot of reasons to doubt the accuracy of the numbers (for reasons detailed in Raph’s post, which Bruce freely admits in the Slashdot thread), it’s pretty staggering to be close enough to be able to have that conversation at all.

Horizons About To Launch Ability for Player-Created Quests

The problem with player-created content can be easily summed up: the number of people who think they have talent vastly outstrips the number of people who actually do. Perhaps for this reason, there were a lot of skeptics when Wish announced, some years ago, that they were thinking of allowing players to contribute quests to their games. According to this article, Horizons is close to implementing something like this.

Using a public copy of the game database, players and writers alike can use existing characters, enemies, and items to add or change their own quests. Tulga’s staff will evaluate these quests for quality before bringing the customized quests into the live game. These customized fan quests should certainly add a homespun dungeonmaster feel to the thousands of Tulga-crafted quests already in the game.

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I’m Employed!

Back to the pixel mines I go. Today is my first day as the Lead Combat Designer for Bioware Austin. Having the luxury of time to pick and choose your next gig is always a pleasure, and I’m delighted at being able to snag this opportunity. Now for the frequently asked questions:

What are you working on?
I can’t tell you. But you knew that.

Are you excited?
Hell, yes!

If you really want to know more about what we’re doing, you can read this E3 interview with the BWA head honchos. The key quote for me:

“[There is] nothing like working for a company that’s all about quality,” explained [Gordon] Walton. The biggest thing they could stress was that no matter what, they are well funded, well organized and will be given all the time required to make their game the way they wanted to. BioWare, like Blizzard, does not rush things.

So yeah, I’m excited.

Original comment thread is here.

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