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

Category: MMO Design (Page 34 of 36)

Breadth vs Depth in MMOs

Jeff ‘Dundee’ Freeman and Brian ‘Psychochild’ Green are having a discussion about breadth vs depth in game design. Brian gets the ball rolling.

Broad content is content that is spread out and is measured in raw numbers. For example, large continents are broad content, because you have to spend time traveling around in the area to see it all. More races, more areas, more items, more monsters, anything that can be measured by counting.

Deep content is content that is concentrated and tends to be a bit more abstract. Puzzles, secrets, emergent behavior, anything that can’t just be measured by numbers.

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WoW’s Impressive Trajectory

Earlier this week, I pointed out how hard it is to get a congealed community to scatter. Blizzard has found a novel approach to the problem.

Link courtesy of N3rfed, who like many, is astonished by WoW’s announcement of having 200K accounts and 88 servers after two days. And I must admit, that’s a hell of a trajectory. I note that a lot of people that I didn’t think played MMOs are picking the title up. The game has the potential to be a true phenomenon.

Should we be surprised? How many RTS titles were there? And by how much did Starcraft crush them all?

Still, whether they’ll reach 1M will depend a lot on how sticky the game is, and how well they support the service. Given their team spent Thanksgiving putting up 46 new servers, it would seem they have clue.

Let’s Do Launch!

WoW’s launch day approaches and EQ’s has passed. There’s endless debate about both products, and a lot of talk about how ready the two projects are, and how those launch days reflect their companies. I don’t buy it. Both are first-class studios with talent I respect greatly. Both will ship products that are quality, but will have launch issues. Saying there will be launch issues is kind of like saying that there will be a new car smell when you buy a car. The question is not whether there are issues, but how a team reacts to those issues.

All that being said, I thought I’d lift the hood and show what’s going on – from a developer’s viewpoint. I personally advocate that any design team for an MMO write a design doc for their launch day, because launch day has a set of concerns that are unusual.Here are some lessons I would impart about product launches, having been present for launches of both Meridian and Shadowbane.
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Gotta Keep Em Seperated

Game Girl Advance wants to know why online worlds are segregated into smaller servers – i.e. why are you forced to choose whether to play Virtue or Justice when playing City of Heroes. This is, of course, one of those ideas that just keeps bubbling up, and keeps disappearing again. Many games have promised it, only to back away later. Surely, if 1500 people in a world is exciting, then 150,000 people is deliriously exciting, right? If we’re selling social gameplay, shouldn’t there be as few barriers as possible?

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