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

Category: MMO Design (Page 31 of 36)

Thottbot: Ambrosia for the Impatient

The most remarkable and innovative part of the World of Warcraft experience wasn’t coded by someone at Blizzard – it’s Thottbot, as in “Dammit, which god damn tower does this quest say I’m looking for? I’m paging out to Thottbot.” Now, of course, quest info sites are nothing new, but the twist for Thottbot is that instead of being built by a dedicated staff of people with no lives, it’s built by anyone who happens to run a popular UI mod for the game (and yes, it’s optional) – the data is collected from that player’s play experience, and forwarded to the Thottbot service, which then compiles it for all to see. Continue reading

That Pizza Story

On Terranova, Matt Mihaly has, in a sentence, summed up my opinion on EQ2’s new /pizza command.

This is such a non-story. “Game lets you bring up external web browser.” Exciting stuff.

Indeed. The most shocking part of the story is that some people think it’s a shocking story, that a /pizza command will somehow disrupt the feel of the game (despite the fact that, if you never type it, you’ll never even notice the functionality exists).

What this feature does is acknowledge what many players already know, and that is that they don’t tend to stay locked inside the ‘magic circle’ of the game. They tend to do other things: talk on ICQ, surf the web, check their mail, buy stuff on Amazon by paging out. The more grindalicious your game is, the more they HAVE to in order to have any semblance of a life.

Why Think Big?

Brian seems to ask this question a lot, so I thought I’d answer it:

I do have a minor quibble with this. Why focus on the “top 5″ games?

There are two answer to this: the dreamy answer and the business reality. The latter first. When you work for a large organization (as both Jeff and I do), you find that they really aren’t geared to think small. The PC and Console business is incredibly hit driven, and as such, publishers build all aspects of their organization towards their numbers. Continue reading

Home Sweet Home

But there’s another reason why Fantasy games keep coming bubbling to the top. It’s the Corner Bar theory – people want to spend their time in a space that feels inviting. Sure, you want your adventures to take you to the pits of Mordor, but you want to come home to your Hobbit Hole.

A lot of this has to do with familiarity – of a different sort. PCGamer gave Alpha Centauri a 98%, tied for the best score of all time. Yet, when I want to play a game like that, I reach for one of the Civs. It just feels more satisfying to discover the Wheel than some vague NanoTechnobabble Gizmo. Continue reading

A Random Thought on Change

For years and years, the only kinds of shooters were unrealistic, future fantasy games with completely unrealistic physics, and deathmatch was the only flavor. The games that tried to do realism all crashed and burned. “No one wants to die in one shot,” claimed many a designer. Now it’s impossible to imagine a shooter without a sniper rifle. Continue reading

WoW Easter Egg Site

Regarding our recent discussion on fluff, here’s a good list of cultural references hidden inside of World of Warcraft.

I applaud their team’s devoted and obviously systematic approach to populating the world with nods to the real world, as opposed to do what most games do and get totally enamored with their own backstory. That being said, I’m curious how much legal care they had to do to ensure they didn’t cross any lines. You never know when someone will sue you for being even marginally close to their own intellectual property.

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