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Posts with tag design

World of Warcraft
Richard Bartle expands on earlier remarks stated in Massively interview [updated]

Filed under: World of Warcraft, Fantasy, Age of Conan, Game mechanics, Opinion

In this interview conducted by Michael Zenke, Richard Bartle discussed how to improve World of Warcraft and about MMOGs in general. One comment in particular overshadowed the whole interview: "I've already played Warhammer. It was called World of Warcraft." The comment thread on both Massively and WoW Insider was met with heavy criticism towards what many considered a myopic statement. It didn't stop there; the blogosphere has been running rampant with rambunctious commentary about his remarks all weekend long.

This isn't the first time that Bartle has come under scrutiny for one of his outspoken comments. Last year, when asked what he would do if he could control any MMOG Bartle proclaimed he would shut down World of Warcraft. His reasoning behind it was so that other unknown virtual worlds would have the chance to thrive and push new boundaries in the massive genre. One sacrifice for a thousand, but it's definitely something to ponder as the cost of MMO development continues to skyrocket towards the 100 million dollar mark. Big-budget MMOs are less likely to take risks and follow a winning formula.

No matter what you think of Richard Bartle, we only felt that it was fair that we share his follow-up comments that may help discern his perspective as a game designer. More on Bartle's controversial statement which may not be as shocking as one might think, in his own words after the jump.

Continue reading Richard Bartle expands on earlier remarks stated in Massively interview [updated]

Opinion: pay more money to experience less game

Filed under: Business models, Economy, Game mechanics, MMO industry, Opinion

Think about this a moment: people are actually paying money to experience less of their games. Every day. Probably all day. These are often games that they've already purchased and, in effect, pay someone else to play for them. The existence of RMT and power-leveling services isn't exactly breaking news, but it makes these aspects of MMOs no less bizarre a notion. The thriving business built upon such tenets of how online games should operate is a matter of some concern to Jesse Henning, a writer at GameCyte.

Despite the can of worms it can be,"from a business standpoint, subsidizing RMT is a fantastic move," Henning writes. If players will buy items and currency outside of the system anyway, what company wouldn't prefer that cash to enter their own pockets? "From a design standpoint, however, RMT is a treacherous path to walk," Henning cautions, and goes on to look at the pitfalls of game design that incorporates RMT. Conversely, the writer then discusses the level-disparity design problem in World of Warcraft and how it actually encourages players to buy gold and use power-leveling services. Henning also looks at how the ancillary services operating within and around a world pull in more revenue than the world operation itself, citing Raph Koster on the issue as well. Have a look at the piece at GameCyte, which discusses how RMT affects console gaming as well as MMOs, and just how inescapable it really is.

Stargate Worlds' minigames make casual hardcore

Filed under: Sci-fi, Game mechanics, New titles, Stargate Worlds

Cheyenne Mountain is trying something a little different in Stargate Worlds. Sure, there will be the regular routine of killing, looting, selling -- repeat. But the game design will also incorporate minigames not unlike the casual games you'd find on Yahoo! or AOL's web portals.

Cheyenne casual game designer Steve Williams has written up a longish developer blog about this unlikely marriage, in which he describes one of the minigames -- a hacking game. Okay, so that's not the most original casual game to slip into a more complex hardcore game -- most of us have played the Shock games. SGW's hack game sounds a bit different, though; it both confuses and helps the user with scrambled visuals and sonic cues as he or she searches for a hidden red wire to access.

More interesting than the specifics about the hack game, though, is the inside look at the process by which Williams and others develop "Hack" and other games like it. Williams also ponders in writing about how the presence of such games affects the traditional MMO experience. "What does it mean," he asks, "when you get uber loot from clipping a wire in less than 12 seconds?"

Metaplace designers seek users' advice for badge system

Filed under: Game mechanics, New titles, News items, MetaPlace, Free-to-play, Browser, Casual, Virtual worlds

The developers of Metaplace are pinging the public in search of feedback and good ideas with regards to the platform's planned "badge" system. The system resembles achievements on XBox Live; users and creators of virtual worlds may accomplish certain objectives such as becoming the first Metaplace world to reach 100 simultaneous users, and a unique badge graphic representing the achievement may then be shown to other players and builders in the community.

Areae is dealing with some difficult design decisions. For example: should badges have point values, so whomever has the most points is the most awesome of them all? Should users be able to give badges to one another? How should badges be displayed?

Rather than tackle these questions alone, Areae is offering to everyone the chance to fill out a survey. It's not just multiple choice; participants can explain the reasoning behind their choices. If you've got two cents to share, by all means, go share them!

World of Warcraft
Another interview with TR's new lead designer

Filed under: Sci-fi, Interviews, Endgame, Tabula Rasa


When it was announced that designer Paul Sage was stepping away from Tabula Rasa to pursue other projects within NCsoft, many players in the community were understandably concerned. So much so, this blogger observed, that many didn't even pause to reflect on the ideas of the new guy in the lead designer hot seat - Tom Potter. Perhaps mindful of this, their PR squad appears to be shopping him around to various sites so players can get comfortable with the man and his ideas.

In his latest interview, Potter doesn't step out of the box terribly much. After describing his history in the game industry, he pretty much toes the existing line of restrained enthusiasm for features already announced (like the clan-controlled CPs we've heard about for months), without really giving any concrete facts or ideas for us to chew on. Potter said that with unlimited time and budget, he'd love to implement things like space stations and Bane motherships. While this is a neat idea, it's something we were sort of expecting from future expansions anyway, and not something that would be liable to bring TR off of life-support. Perhaps we're asking too much, but we just want to be excited about the game again.

D&DO Module 7: The Monk

Filed under: Fantasy, Dungeons and Dragons Online, Classes, Culture, Patches, PvE

When we first sign on to the special Demo server Turbine had set up to show us Module 7, we found that they'd created a level 16 Monk for us to play with. The Monk class has been in the pen-and-paper game for a long time, but DDO is introducing them with Module 7 as the tenth player class in the game.

As we signed in and got set up, the folks from Turbine introduced themselves: Kate Paiz (who we've spoken with before) is the game's senior producer, and Stephen Muray, lead systems designer, and Jesse Smith, a content designer on the game, also joined us as well (Turbine's Director of Communications, Adam Mersky, also spoke up at the end of the session). As the screen loaded up, Paiz said that with the design of the Monk, they wanted to create a class that played significantly differently from anything they tried before. All of D&DO's combat is real-time (as in, you must press a button to attack, rather than just choosing a target), and the Monk's new abilities add a twist to this system. Basically, the Monk has four different stances (Ocean, Mountain, Wind and Sun -- the developers said they drew a lot of the Monk's lore from Dungeons and Dragons' Oriental Adventures supplement book), and each tweaks his or her abilities and attacks -- during most of the playtest, we used the Sun stance to try and do more damage, though the designers said that depending on how the Monk is specced, he would also be able to tank and or do some self heals and group buffs as the class trained up.



All of the Monk's abilities are governed by Ki energy, which can be tseen in a meter below the health bar, and is simply earned by attacking. Muray mentioned that this was to counterweight the pen-and-paper Monk's "times-per-day" abilities -- in pen-and-paper D&D, many Monk abilities can only be performed once or twice a day, and while Ki energy still lets players perform Monk tricks much more often, they are still kept limited enough that choosing what abilities you use your Ki on is very important.

"Did you just Abundant Leap across that gap? Nice!"

But one of those abilities stands above the rest: Abundant Leap (a variant, we were told of Dimension Door in the pen-and-paper game). Starting around level 10 or 11, the Monk can perform a move (with a low cooldown costing a very low amoung of Ki) that pushes them forward in space with a quick jump -- as you hit the ability, the screen blurs, the Monk leans forward, and suddenly you're about 15 yards ahead of where you last stood. Abundant Leap was, during our session, the most fun thing to do as a Monk -- even in noncombat situations (and perhaps especially in noncombat situations), we were leaping and jumping as much as we could. Once, to cross a gap, we jumped, in midair hit the leap ability, and landed gracefully on the other side. It's a minor ability in the overall scheme of things, but Abundant Leap, almost more than any of the other moves we used, makes you feel like a Monk.

Overall, the class seems fairly balanced, and Paiz said that they had put a lot of time trying to keep the class not only faithful to the pen-and-paper version, but also a dynamic part of the MMO environment. It should definitely be a fun reroll for everyone playing DDO, and for the players who level it all the way up, the later abilities should offer a lot of interesting twists on what the team has created in the game.

After loading the game and playing with the new class for a bit, our game began in sight of a peaceful shrine to one of D&D's greatest heroes.

Click here to continue the preview...

D&DO Module 7: Other updates, and the future of DDO

Filed under: Dungeons and Dragons Online, Patches, Hands-on

The new content wasn't all we saw -- there were a number of other good UI and feature updates we were shown that are set to enter the game in Module 7. One of the most interesting changes is something that we heard about for the first time on the walkthrough: the devs are going to be introducing a new quest type that players will be able to do once per day (examples given were for bounties and trophies on the local wildlife). They said that a lot of players had asked for quests that could be completed within a short period of time to advance their character -- obviously, World of Warcraft's daily quests design jumps to mind, and by the time they had finished explaining the idea to us, even they were using the words "daily quests." But whether the idea is lifted or not, it is a good one, and it should give more casual players (and anyone else with some extra time to spend) some more to do in game.

There were some good UI updates as well -- the main update we saw was a revamped ingame map, that will show dungeons as red and green doors, so that players can easily see where the quests are and which ones they can enter at a glance. Also, the map now shows where a player has been with a "fog of war" type effect, though uncovered parts of the map are now shown at 50% opacity, so if you look close, you can even see details of where you haven't been.

And we were also told that the Module will feature an improved chat system, as well as the addition of quivers to the inventory (so players can save all of their ammo in one inventory slot, rather than taking up extra space with all of it). And of course the crafting system is getting an anticipated update as well -- there are thirty to forty recipes being added, as well as "about a half dozen" eldritch rituals, so there should be more for players to mess around with in that system as well.

Finally, we had a nice long conversation about the future of DDO. Goals for Mod 8, we were told, include the aforementioned player invasion of Shavarath, and the devs are working on a new tutorial section, as well as revamping the character generator (in order to make it easier for new characters who don't want to spend so much time choosing where to put skill points and abilities).

"This is a marathon, not a sprint."

And we also asked what the devs thought about the Age of Conan launch, and if any of the games on the radar this year were going to have an effect on their licensed property. Mersky, Turbine's director of communications spoke up at this point, and he pointed out that Turbine knows exactly what Funcom is going through right now: launching a major MMO is a tough but super exciting task and they wish them well. But at the same time, DDO's devs seem content to faithfully do their own thing, and not worry too much about the new kids on the block -- Paiz told us that their "very devoted audience" was "a pleasure to work for," and Mersky said that Turbine is in this competition as "a marathon, not a sprint." He said that both Lord of the Rings Online (another big licensed Turbine property) and DDO have ten year plans stretching out ahead of them, and that Turbine is committed to building their games over time, steadily releasing content and improvements with updates.

We've heard for a long time that DDO was considering different forms of payment for their game (they've already tested the waters of free-to-play for former players, and Mersky said that the recently reopened lifetime option helps take the onus off of players to stick to just one game, so they'll keep considering options available for payment plans.

Finally, we chatted about the MMO market at large, and it seemed we all agreed that big things are happening as the genre grows. Mersky said he was extremely happy that the industry is becoming "more than the WoW-killer story" -- that as more and more games enter the space, people are less concerned with having a gigantic online world, and more concerned with carving out their own niche and innovations with what they as a development team can do. Module 7 isn't a groundbreaking update for Dungeons & Dragons Online, but it is a solid core update -- the new classes and new mid and higher level content are serious additions and improvements to the game and large.

We have one more treat for you -- an exclusive video of the areas and bosses we visited in Module 7.

Click one last time to check it out.

Whiteboard of a mad man: An EQ dev blog

Filed under: Fantasy, EverQuest, Game mechanics, MMO industry, Academic, Education

Are you the type of person who watches every second of behind-the-scenes and deleted scenes footage on your DVD bonus disk? If you are, then this recent EverQuest developer blog from Keith "Merloc" Turkowski might be right up your alley.

In it, Merloc shows us a photo of the whiteboard he used during The Buried Sea expansion. This is where his ideas (and those of a few others mentioned in the post) were sketched out into what would eventually be real game content. Of course, not all of it made it into the game -- such as a giant green tank sketch in the middle of the board -- but for those sketches and ideas that did make it in, it's exciting to see the initial thought processes involved.

Player vs. Everything: Those poor, poor designers

Filed under: Culture, Game mechanics, MMO industry, Humor, Player vs. Everything

I've gotta hand it to MMOG designers. They really kind of get shafted. They spend weeks, months, and years fine-tuning tiny aspects of gameplay that you never even notice or care about (like the amount of silver that level 12 murlocs drop), coming up with interesting quests, trying to innovate the game enough to keep us interested, and developing a stream of content that's regular and enthralling enough to satisfy our all-encompassing hunger for more, more, MORE! While they do this, they have to pay attention to a million other things: time constraints, budget constraints, balance considerations, community expectations, and their pushy producers who want them to get the job done now, even if it means they can't include all of these cool features they have in mind.

When they finally put the finishing touches on this labor of love that they've slaved away on for so, so long, they deliver it out into the excited arms of the community that's been eagerly awaiting the game since they announced what they were working on in pre-alpha. What happens then? Worst case scenario, everyone hates the game and it sinks like a stone to the trash pile of the bargain bin (along with the shattered hopes and dreams of the entire team that worked on the game). But even in the best case scenario, everyone loves the game for about two weeks until they notice all the little flaws that they don't like about your particular design. Then, they start picking it apart bit by bit. "Why didn't you do this this way?" they ask. "Why didn't you make this quest reward better? Why are Mages better than Rogues? Why isn't my +3 sword worse than a +3 axe against Ents? Here's how I think you should fix this awful, terrible, no-good, very bad game design."

Continue reading Player vs. Everything: Those poor, poor designers

Fun with DoTs in Star Wars Galaxies

Filed under: Sci-fi, Bugs, Patches, Star Wars Galaxies

Lead designer on Star Wars Galaxies, Blixtev, compares going through the old Damage Over Time code to rummaging through your grandmother's attic. "It's loaded with old junk and it sure smells really bad", he says. Still, that's exactly what the SWG developers are doing as they work to revamp Commando abilities for the upcoming Game Update 4. In some posts to the official forums, Blix talks about opening up moldering trunks and tossing aside ancient silverware to get at the DoT code beneath. "The DoT system is one of our oldest systems, and it sure does some wacktacular things. We found 10 different calculations amoungst 5 functions to determine just the value of absorbtion from armor against DoTs. For folks who don't code, that's alot."

He goes on to describe their upcoming plans for the system, which will spread DoTs to two different abilities and substantially change the way they're applied. After the update they're going to stack up to 10 a piece on a single character, a process that could take some time. Because of this change, DoT removal will change as well. Taking long minutes to apply the full 10-stack to a PC shouldn't be automatically negated by a Medic power. Instead, DoT removal will take away part of the stack, and make the recipient immune to further DoT additions for a short period. Meanwhile, the existing debuff will continue to tick down - harming the character with an element type determined by the Commando's weapon.

A later update indicates that these trials are proving very effective in making the Commando a more fun profession to play, a claim we'll be able to put to the test hopefully very soon.

Part two of Champions Online dev's game design discussion

Filed under: Real life, MMO industry, Opinion, Champions Online


Following up on a piece earlier in the month on "Breaking the Wall" and getting into game design, Champions Online developer 'Heretic' has posted part two of this series, which looks "Beyond the Wall" -- once you've broken into the field, what next? The article chops the game designing process into four steps: vision, design, implementation and iteration.

The vision is the first step in game design, and involves determining the basic principles of the game -- from things like the genre, to what will make it different to other games, and various rules that the game will be designed around -- but none of this should touch on how the principles will actually work.

Continue reading Part two of Champions Online dev's game design discussion

The peril and promise of interdependent MMO systems

Filed under: Historical, Pirates of the Burning Sea, Events, real-world, MMO industry, Academic

The closure of many Pirates of the Burning Sea servers last week is regrettable, but not terribly surprising. In the Next Generation article exploring that event, CEO Russell Williams explains that the interdependence of their ambitious MMO's systems made them difficult to test. Veteran MMO developer Raph Koster picks up that thread and carries it forward in a blog post to his personal site.

Using his experience on past titles (especially Star Wars Galaxies) Koster describes the enormous complexity of getting different systems in MMOs to work. The challenge is that while interdependent elements are complicated to test, they're also some of the most important pieces of any online game. Interwoven systems encourage player community and allow for overlapping groups to form. Independent (or 'silo'd') systems are also easy to cut, something he notes from the days of SWG's development. "This, for the SWG followers, is why stuff like vehicles, cities, and mounts, were more easily pushed off than dancing. Design interdependence. Vehicles improved the game, but they weren't required for it to function."

It's a really interesting look behind the scenes at Star Wars Galaxies, and a peak behind the curtain of a current MMO's troubles. Something to think about as new Massive titles hit the marketplace this year.

An in-depth look at class design in favor of the hybrid

Filed under: Classes, Game mechanics, Academic, Education

When it comes to choosing your class, we don't usually think much past the basics of the class's design, and of course how awesome you'll look in your favorite armor. But there's so much more to designing a balanced character class in an MMO than you might expect.

Recently, in a wonderful article at Gamasutra, John Hopson takes a look at the importance of designing a class from the most effective standpoint needed in an MMO. It doesn't have to do with the most efficient design, or the most powerfully specialized, but it's more about the situation you're in at that time. This is why his argument in favor of a hybrid class design is so compelling. Approached as a comparison to economics, it all makes perfect sense, and it will certainly open your eyes to what class designers are focusing on in current MMOs, and more importantly, future MMOs.

How Lila Dreams was able to do a lot with a little

Filed under: Game mechanics, MMO industry, New titles, Browser

Here at Massively, we're slowly becoming bigger and bigger fans of Lila Dreams, a tiny little MMO with some big ideas so far. The latest post over at the dev blog talks about how they made the best use of things that would normally be thought of as limitations in MMO design, and actually came out of it with more creativity than if they'd used more traditional MMO technology. The game is built in Java and Flash and is only 2D, but instead of settling for cheap animation, the designers actually used the drawback as a benefit, and designed a 2D scheme that lays down a set of bones, which can then be customized with any art that the designer wants to put in. What that means for players is customization -- the animation is designed around movement, not specific art, so lots of clothing or items or shapes can be put in their places, and the animation will still work.

It also means, they say, that anyone can be designing animation, since instead of drawing frames or creating movement, you're just dragging keyframes around until they look right. The idea itself isn't necessarily new (lots of designers have used this "paper doll" philosophy, and of course letting anyone do animation doesn't guarantee that Lila Dreams will be anything special), but it's a good sign of the creativity of the Lila Dreams team that they took what most MMO developers would see as a negative (the limitations of Java and Flash), and made something interesting out of it. Can't wait to see they game they're cooking up.

Chronicles of Spellborn unveils new area

Filed under: Betas, Fantasy, Chronicles of Spellborn


Every MMO has its own style, but few have such a uniqueness to them as that of Chronicles of Spellborn. Set in great hollow rocks called Shards, caught in an immense cataclysm called the Deadspell Storm, it's a setting unlike any other. Though currently in closed beta, the developers let us have a peek at Shorath Mesa, a swampy land surrounded by mountains that drop in immense cliffs and thunderous waterfalls to the land of Garminholm, far below.

Spellborn art lead Frank Bakker, in his latest art journal, brings us through the design, development and implementation Shorath Mesa. How does a designer balance the needs of the game with the desires of the player? What goes into designing a visually interesting area? How do you get weather inside a rock? This is a fascinating look into the art development of an exciting new MMO.

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