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

Category: MMO Design (Page 7 of 36)

Patch Drought

The last major patch for WoW was the introduction of the Sunwell Plateau on March 25th. While this patch was packed full of content, there are no further major patches planned for World of Warcraft until the release of the next expansion pack, which is currently slated for release probably near Christmas (ebWorld’s date is just a guess). Assuming even as early as an October release, this could mean 7 months without a major content infusion.

Last night, they released patch notes for an interim patch for WoW, and as my wife pointed out, most of it is a grab bag of small data tweaks and long-standing bugs. Clearly, a skeleton crew is manning the boat while most of the WoW’s teams efforts are focused elsewhere, probably on WotLK. Continue reading

When the Math Breaks

A lot of people have pointed out to me this movie, which shows a rogue so pimped out on Dodge that he is capable of tanking Gruul’s, taking it down with a 5-man team.  For the non-WoW players, let’s just say that rogues were never meant to tank anything in a raid space.

Gruul’s complexity is that he grows in size every 30 seconds or so, with his attacks dealing more damage.  With normal tanks, this becomes untenable in about 10 grows, but if you’re being hit very rarely, you’ll survive as long as you don’t get one-shot.  Interestingly, they discovered that Gruul will reset to 0 grows after about 20 minutes – meaning the designers likely thought it was ludicrous to imagine someone lasting that long.  Mudflation makes all things possible: see also this Onyxia solo kill. Continue reading

Wizard 101

The most intriguing MMO on the horizon?  To me, at least, it’s my old boss Todd Coleman’s new venture with King’s Isle, a game called Wizard 101.  Looking over the website, it’s hard to believe that this is the same mind that gave us Shadowbane, the ultimate online PvP experience.

I admit, this game wouldn’t have caught my eye if I hadn’t been prompted by coworkers to check out the movies – go to this website and check out the movie of the combat in action, and you’ll see a game that is a careful blend of Harry Potter and Pokemon.  In a landscape that is currently cluttered with MMOs aimed at the kiddy market, this one offers something that stands out – a real gameplay mechanism, without resorting to straight combat.

A lot of stars have to align for this game to hit it big, but I do predict it’s going to be a lot of fun.  Good luck to all of my former coworkers working on getting this out the door.

Original comments thread is here.

With Friends and Family Like These…

Pretty much the entire contents of the Wrath of the Lich King friends and family beta has been leaked. Looking at the contents of it, it looks like someone got hold of the client and used various viewers to examine it. How psycho are WoW fans?  They’re already building talent tree apps to test builds.  Enjoy before Blizzard legal shuts it all down.

As an aside to my homeys over at Blizzard: if you’re going to fix Lightwell, then actually fix it.  Cast time and cooldowns aren’t the problem – the problem is the heal effect breaks on damage, and at the high level raid, the whole raid is taking damage all the time.  Currently, lightwell’s primary use is as a comedy prop.

“An Empty Virtual Space Feels A Lot Lonelier than a Webpage”

This post is the best thing Raph’s posted quite some time. Of course, it helps that his thoughts mirror a lot of my thoughts on online worlds, especially the new meme of ‘everyone can open their own virtual world’. The fact that Raph is aware of this problem gives me a lot of hope for what they’re working on.

Chasing after and bending the rules towards casual players for an MMO ignores an obvious issue – an online community is ultimately as interesting and compelling as its members. Casual players will not give a place its own personality. Consider, if you will, how interesting Cheers would have been without Norm, Cliff and Frasier.

Once you start building a game design based on the idea that interesting social ties MIGHT occur inside a space, the designer is basically depending on serendipity to occur. This is, as one might imagine, a pretty scary basis for a business model. As such, we start putting in game mechanics designed to make the game stickier (collecting minigames), have tactical interest (PvP), take longer (levelling curves and raiding games), and forcing more positive social interactions (multiplayer-required content). Serendipity is still the fulcrum that determines whether a game (or even a server/shard of a game) lives or dies, it’s the designers job to make that landscape as fertile as possible.

Blizzard to Canucks: No Looking Over Your Neighbor’s Shoulder

My Canadian coworkers got a kick out of this: our gaming neighbors to the north do not have to pay an entry fee to enter Blizzard’s arena tournament. However, they do have to sharpen their number two pencils.

Canadian residents are not required to pay an Entry Fee in order to enter. Instead, Canadian residents may enter by submitting a 250 word typewritten essay comparing the video gaming culture in Canada to the video gaming culture in the United States on 8 ½ x 11 inch paper and mailing their essay to Essay Entry for The North American Blizzard Entertainment Arena Tournament, P.O Box 18979, Irvine, CA 92623. Essay entries must be received no later than March 31, 2008 in order to be eligible. Essay entrants represent and warrant that the essay is their original work and does not infringe the rights of any third party. By entering, essay entrants hereby grant, without further consideration, all right, title and interest in and to their essay to Sponsor.

Also, it is not an acceptable excuse that your sled dog ate your homework. I kid! I kid! Anyway, it’s nice to see a new growth industry for gold farmers.

Claus Speaks, Gets Misty-Eyed About Shadowbane

I almost missed it because he refuses to get a working RSS feed, but not long ago, Claus Grovdal, producer-designer of Darkfall, poked his head out of his hole, saw his shadow, declared two more months of crunch, and scurried back into his rabbit hole.

But before he did, he boldly asked the question, “Why Shadowbane didn’t make billions”, and then went on to say, and I quote:

Shadowbane was a great concept and a great game, and the only reason it wasn’t a massive success, was buggy and outdated technology… If Shadowbane had released without all the client crashes, with a better server solution and with a graphical engine that could compete with other games released at the time, it would have been a HUGE hit.

Continue reading

The Opposite of RMT

Magic: the Gathering has had, over the years, a debate over the use of what they call proxy cards, or the use of stand-in cards to represent more expensive, harder to find cards. Often times, these proxy cards are little more than writing the words ‘Black Lotus’ over a worthless land card, but in today’s day of low-cost color printers, many players attempt to make more ‘perfect’ ones, by downloading the art and pasting it to the back of a cheap common. Continue reading

That Libertarian RMT Argument

Here.

“When you criminalize free trade, only…criminals engage in free trade. That’s why you see the thuggish behaviour you do. Legalize the trade, as some games and worlds have, and you have harnessed legitimate and normal human activity, and then can more easily identify and prosecute the criminals, i.e. those who use fraud, spamming.” Continue reading

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