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

Category: MMO Design (Page 32 of 36)

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.

Pattern Breaking

A lot of talk has been happening about World of Warcraft, and what they did so right to enjoy such success. The general consensus amongst most observers is that, well, there just isn’t a lot new there. And so, unsatisfied with the response that people came because the game was simpler and dumbed down from standard RPG fare, people have been asking what is it about WoW that the hardcore gamers have decided is better? The same answers keeping coming up: the quests and the lack of a grind. Continue reading

Fighting Fire with Warcraft

Jamie Fristrom, whose been known to pontificate himself from time to time (when his blog is up and running, that is), had this to say:

But didn’t WoW itself fight fire with fire by taking the best features of the best MMO’s and combining them?

An excellent question. The copout answer is that, inside the games industry, Blizzard is a law onto themselves. But I’m not satisfied with that, of course. The books I’m distilling this line of philosophy from (Positioning and the 22 Immutable Laws of Branding by the esteemed Al Reis) are full of examples about how unbeatable titans like Coca-Cola, Xerox and Volkswagen screw up because they extended into new territory with a me-too product. So let’s dig further.

Continue reading

Playing It Safe Means Playing to Lose

Here we are talking about how playing it safe in the world of design is a loser of a philosophy. To prove that I can link any disparate topics, here is a similar discussion about football. The esteemed Dr. Z (probably the best technical football columnist) writes about how some teams get so scared of taking a huge chance and instead lose quietly.

There are coaches who are always looking for ways to beat you, who will go for the throat. Give us 40 seconds and one time out and we’ll put points on the board, is their philosophy. These coaches have Super Bowl rings.

There are coaches whose playbooks are filled with things that can go wrong. They have a fine working knowledge of the terrors of the game. They coach not to lose. Yet they lose, maybe not over the course of a season, or a career, but they lose the big ones. Let me tell you about this latter breed.

The article was spurred by two incidents, in two seperate weeks, where fraidy-cat coaches were so terrified of an unlikely scenario (interception, fumble, sack) that they gave their kickers long, unlikely field goals in very hostile, pressure cooked circumstances, rather than try to throw a couple passes to get a little bit closer and make the kick a little bit easier

Continue reading

The Joy of Not Being Everquest

At first glance, you would have sworn that Earth and Beyond would crush Eve. Earth and Beyond had a huge team, an enormous budget, a spiffy marketing plan and a head start. It had a supremely talented team, including many responsible for various Command and Conquer licenses and others with MMO pedigrees (a rarity at the time). It had a winning idea – a modernization of classic games like Netrek and Elite with a massively multiplayer component. And, of course, most of all, it had the Electronic Arts label. And nobody beats EA, right?

A funny thing happened on the way, though. Somehow, on the way, E&B became “Everquest with Spaceships”, first in the mind of its execs and design team, and after that, in the mind of it’s fans. It’s as if, whenever facing a design crossroads, they asked themselves, WWEQD. “What would Everquest do?” Continue reading

Fight Fire With Water

“You don’t fight fire with fire. That’s silly. You fight fire with water.”
— quote by Howard Gossage, Marketing Guru

The entry of WoW into the marketplace has, naturally, forced everyone else to react to some degree – totally expected, given that they are clearly now the online frontrunners, at least in North America. This has created a lot of discussion as to what their competition should do. The matter isn’t helped by the fact that we have a unique place in the industry. Most games are consumable, and as such, a fan of First Person Shooters might well buy Doom, Quake AND Halflife. Even if they choose only one for their online play, the makers of the game will get the full box price from those who chose to experiment. By contrast, those of us in the MMO space depend on that sweet, sweet monthly income. Most marketing and management departments at established game companies have trouble with this paradigm shift. Continue reading

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