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Posts with tag game-design

World of Warcraft
BattleClinic's exclusive Factional Warfare guide by CCP Games

Filed under: Sci-fi, EVE Online, Expansions, Game mechanics, Guides, News items

BattleClinic, a popular EVE Online web resource run by players, now has another thing going in its favor. Matthew Woodward, a Game Designer from CCP Games, has put together an in-character factional warfare guide, which is exclusive to the site. Woodward writes under the guise of one 'Sergeant-Major Illivia', and tries to whip the reader into shape as if they were a new recruit in Boot Camp.

Sergeant-Major Illivia's ranting introduction to factional warfare in the Empyrean Age walks you through militia enlistment, battlefield intelligence, your objectives in the war, and most importantly -- how to stay alive in EVE. It's a clever way of conveying what's involved in factional conflict to a prospective recruit, although Woodward/Illivia does make you feel like a whelp at times. Check out the "Faction Warfare Enlistment Debrief" at BattleClinic for fiction with practical applications.

World of Warcraft
WarCry interviews EVE Lead Designer Noah Ward about the CSM

Filed under: Sci-fi, EVE Online, Culture, Events, real-world, Events, in-game, Game mechanics, News items


EVE Online's Council of Stellar Management (CSM) is the title's first attempt at having elected representatives work with CCP Games on improving the game as well as the company's relations with its player base. The initial idea behind the CSM was that it would act as an oversight committee on behalf of the players, in the wake of the 'T20 incident' when a CCP developer unfairly provided a player corporation with certain resources. But this first CSM is largely tasked with improving the transparency of CCP's inner workings, while shaping the game to better fit the play styles of their constituency. The CSM has met online in recent weeks, and with mixed results, but they've now met in-person in Reykjavik, where they also had face-to-face time with the creators of EVE Online.

Jordan Deam from WarCry interviewed EVE Online dev Noah Ward (aka CCP Hammerhead) about what this experiment in 'democratic community management' has yielded thus far, and what it may yet become. The interview focuses heavily on the dynamic between players wanting features added to the game and the undertaking necessary on CCP's part to make these changes a reality. Factional warfare has only just been realized in the game and was four years in the making. Ambulation, or 'Walking in Stations', is slated for a launch in the coming months, after three years of being in the pipeline, Ward said. Have a look at the WarCry interview, and decide for yourself if the CSM is living up to its potential, and if CCP is recapturing the transparency of a small, independent game company as it grows into a much larger entity.

World of Warcraft
Interview with Chuck Kallenbach, Game Designer on Legends of Norrath

Filed under: Fantasy, EverQuest, EverQuest II, Free-to-play, Trading card games


What's this gab we're hearing about Legends of Norrath, it isn't all about the loot cards? Heresy! We're still buying up those virtual packs in hopes to score a rare loot card. Nevertheless, over on IGN's EQ2 Vault we came across this interview with Chuck Kallenbach, Game Designer on Legends of Norrath. Much is discussed gameplay wise about the insight behind the new Monk class, one that doesn't use weapons. One other topic covered includes the conundrum on scaling the game's complexity with new gameplay mechanics with the importance to not veer away from the game's intuitiveness and accessibility.

The Oathbreaker set is the latest expansion introduced last week from Sony Online Entertainment. It brings 250 new cards, fresh gameplay mechanics, a new challenging raid scenario, and the following classes: Monk, Coercer, Templar and Beastlord. Many classes from EverQuest and EverQuest II are now represented in the game. If you are interested learning how to play Legends of Norrath but don't want to dump a bunch of cash you can download the client and play through the tutorials and it won't cost a you a dime.

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]

World of Warcraft
Exclusive: Richard Bartle on how he'd make World of Warcraft better

Filed under: World of Warcraft, Fantasy, Game mechanics, Academic, Massively Interviews

Or: The Grandfather of MUDs talks the Mother of all MMOs

Earlier in the year this blogger had the chance to attend the Independent MMO Game Developer's Conference, the second annual event held in Minneapolis, MN. A number of luminaries in the field made an appearance, such as Scott Hartsman (former Senior Producer for EverQuest 2) and Brian Green (best known for his work on Meridian 59). Also in attendance was Dr. Richard Bartle, the much-admired co-developer of the original MUD1 online environment. Along with Roy Trubshaw, Mr. Bartle essentially pioneered the field of MUDs. As these games gave rise to MMOs as we know them today, we would most likely not be enjoying the Massively.com website without his efforts.

Join us as we sit down for a conversation about the big kid on the block: World of Warcraft. Some time ago Dr. Bartle made the crack that he'd "shut down" Blizzard game in an effort to improve the industry. Though he was only making an elaborately illustrative joke at the time, he's gotten a lot of flack for it. Today we have the other side of that coin: what Blizzard could honestly do to make the game even better. Click on through below the cut for Dr. Richard Bartle's view on Karazahn, playing MMOs as a player, and his overall view on the near future of the genre's darlings.

Continue reading Exclusive: Richard Bartle on how he'd make World of Warcraft better

What MMOs can learn from D&D Fourth Edition

Filed under: Game mechanics, MMO industry

Gamasutra is running a great article right now in the wake of the Dungeons and Dragons Fourth release, looking at what videogames can learn from the newest iteration of the tabletop classic. In a way, the possibility of games being informed by 4E is just the latest in the back-and-forth theft that has gone on between pen and paper gaming and the digital form.

The article waxes at length about some of the new mechanics in the game, including class powers, skill challenges, and the streamlined way that Wizards of the Coast has defined party roles. One of the most successful elements of Fourth Edition is the new way that encounters can be created -- something that should be kept in mind in every videogame as well, whether MMO or not: "Since most monsters are on-screen only long enough to take a few swings at the players and then die, that's what they should be designed to do. Unless it's the big boss, just give each monster two or three interesting attacks at most. Leave the non-combat design to the individual DM's world. Fourth edition really focuses on designing content to do what it needs to, and nothing else. Develop a clear vision for each piece of content, then cut away everything that doesn't serve that goal."

World of Warcraft
Player vs. Everything: The MMO clone wars

Filed under: World of Warcraft, Business models, Game mechanics, Warhammer Online, Player vs. Everything


You can say a lot of things about a game you don't like. You can say that it sucks or that it's poorly balanced. You can say that the art direction is all wrong, or you can say that it's lacking in any number of features a good game should have. But sometimes a game takes flak for committing the most grievous sin of all: copying another game. One of the most commonly cited complaints about any given game is that they copied "feature X" from "game Y."

For some reason, MMOG players in particular just love to cite the classic "It's just a clone of (whatever)" when they're trying to challenge the very essence of a particular title. If a game is a copy (the reasoning goes) then clearly the designers are wholly uninspired, worthless, and incapable of creating anything interesting or original. It really seems to irk players who feel that their game is being somehow wronged when another game uses similar ideas. But is this really such a bad thing? Might cloning features, or even cloning games, actually be the best possible thing for the games industry?

Continue reading Player vs. Everything: The MMO clone wars

Player vs. Everything: The quirks of D&D Online

Filed under: Dungeons and Dragons Online, Expansions, Game mechanics, MMO industry, Player vs. Everything


From the first time I stepped into Turbine's Dungeons and Dragons Online: Stormreach, I was amazed by how well it managed to capture the dungeon crawling feel of the franchise that I knew, loved, and grew up with. With its fast-paced, pulse-pounding, and thoroughly satisfying combat, clever use of hidden doors and traps, and resource management mini-game of health, spells, and abilities, D&D Online provides a unique gameplay experience that no other MMOG can provide right now. One only has to listen to the vehement and impassioned discussion of the hardcore fans, found in any pick-up dungeon group, to realize that Turbine has something special here---something that World of Warcraft and Warhammer Online, EverQuest and Age of Conan, or even EVE Online simply can't offer.

However, is being unique and interesting enough to justify the price? On a recent Massively podcast, I mentioned that I've always felt like DDO wasn't worth the monthly fee, despite how much I love the game. The standard $15 per month pricing model is a one-size-fits-all label that looks a little too bulky on the city of Stormreach, for a number of reasons. Today I'm going to examine some of the reasons why a game which I find so interesting, exciting, and fun can't manage to crack my wallet open, and what I think Turbine could do to push the game a little further into the competitive territory of its gaming peers.

Continue reading Player vs. Everything: The quirks of D&D Online

The unintended consequences of MMO design (and cars)

Filed under: Game mechanics, MMO industry, Opinion

Veteran game designer Damion Schubert put up an interesting post to his personal site discussing some of the unintended consequences of design choices. Just as the seemingly simple decision to allow objects to have collision properties resulted in Ultima Online towers being robbed, design elements in other fields can have unexpected results.

Schubert points out the dangers of the Prius as a perfect example of these unexpected results. The fact that the hybrid vehicle is incredibly quiet probably didn't seem like a big deal to the Toyota designers. In fact, they may have seen that as a plus. A plus for everyone except those without sight, of course. The result is that the vehicle's designers are now considering how to add more auditory feedback to the vehicle. Check out the post and the attendant comments for some additional MMO design elements that seem, in 20/20 hindsight, kind of obvious.

Player vs. Everything: The retention game

Filed under: Business models, Culture, Game mechanics, Player vs. Everything

The conventional wisdom in any service-driven industry is that it's far, far cheaper to retain an existing customer than to recruit a new one. This is especially true in the MMOG industry, where your business model is largely dependent on maintaining a long-term subscriber base. The concept also applies to transaction-driven and episodic games, where you need your customers to want to stick around and continue spending money. Box sales are great, but ultimately they're pretty useless except as an indicator of how many people actually bought the game -- returning players are the bread and butter of the MMO world.

In fact, that's exactly why companies are so interested in finding out why you're quitting their game. If they can fix issues that are making a lot of people quit, they can retain more customers and drive up their revenue. Surprisingly, Blizzard is the only company I know of which actually makes people fill out an exit survey in order to cancel a subscription. It's not that annoying and it gives them great information about how to make their game better for you (so if you're adamant on copying Blizzard, that's a good thing to copy). Unfortunately, Blizzard keeps notoriously quiet about their internal numbers like that. So why exactly do people quit MMOGs, and what can and should game companies be doing to keep you interested?

Continue reading Player vs. Everything: The retention game

Sci Fi Channel creating hybrid TV series and MMO

Filed under: Sci-fi, Business models, News items, Virtual worlds


The Sci Fi Channel plans to air a TV series that simultaneously plays out as a massively multiplayer online game, the Los Angeles Times reports. This pairing of television writers with game designers will allow fans of the series to influence its story arc through their own actions in the virtual space. David Howe, president of the Sci Fi Channel, said, "This is the Holy Grail for us, without a doubt... this is groundbreaking, and I don't say that lightly."

The large and dedicated player communities attached to various titles in the MMO space are appealing to the Sci Fi Channel. "Bundling a World of Warcraft player community with a series and an on-line social community is something the Sci Fi Channel has tried to puzzle out for several years," according to the Los Angeles Times. The Sci Fi Channel's desire to tap into the MMO market led them to work with Trion World Network, a California-based game company with some major investors standing behind it. The hope is that together, they will achieve a first in interactive entertainment: create a hybrid television series and online game, where players affect or even determine the direction of the show. If successful, this will stand as a milestone in the history of both television and games.

Continue reading Sci Fi Channel creating hybrid TV series and MMO

The death penalty and you

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


No no no, we're not talking about that death penalty. We're talking about the MMO death penalties that seem to cause people to outright quit games. It's a tedious line between what's a good death penalty and what's a bad one; and no one seems to have found the perfect fit just yet.

Snipehunter at Dopass.com has the opinion that Age of Conan's tombstone debuff death penalty is too punishing. His argument is that applying a debuff to a player just means that their chances of successfully removing the tombstone from where they died (and subsequently removing the debuff) are now worse. If they couldn't kill the monster the first time round, how can they kill it with the debuff in place?

Continue reading The death penalty and you

Player vs. Everything: Singing the praises of Vanguard

Filed under: Game mechanics, Launches, Opinion, Vanguard, Player vs. Everything

I have a confession to make: While I was waiting for the Age of Conan launch, I decided to dip my toes back into Vanguard for a bit. It wasn't as crazy of a proposition as you might think. I've always liked Vanguard. It was never the design that was flawed -- it was the execution. Vanguard failed not because it was a bad game, but because when it launched it was a horrible, buggy, crashing, slow, unplayable mess. I know this because I was in late-stage beta, and that experience made me pass over the game when the launch date finally rolled around.

However, a crack SOE development team picked up the pieces of the broken dream of "the Vision," as McQuaid called it, and they've been working feverishly to stitch them together into something both exciting and stable over the last year. Last week, spurred by a desire to just have some fun, I dusted off the copy of the game I bought this fall and rolled up a Necromancer. I didn't expect much. I was just killing time until the Age of Conan launch started. Surprisingly, Vanguard grabbed me. Without really intending to, I was having more fun in an MMOG than I had had in a long time -- so much fun that when the AoC servers finally came up, I was still playing Vanguard. All this week, while logged into AoC, I've been thinking about Vanguard. I'm seriously contemplating putting Age of Conan on ice for a while to go play Vanguard some more. I was enjoying myself that much. What's so great about this allegedly terrible game that I'm willing to play it over the brand new blockbuster flavor-of-the-month?

Continue reading Player vs. Everything: Singing the praises of Vanguard

Joshua Slack demonstrates NCSoft worldbuilding tool

Filed under: Video, Events, real-world, MMO industry, Maps

In the course of a technical session at JavaOne, Joshua Slack and Rikard Herlitz showed off the kind of tools you can build using the jMonkeyEngine, and used the NCSoft world-building tool as an example. This video shows Rikard putting together a hasty landscape that comes out quite nicely, given that he is 'just a programmer' rather than a professional level designer. (Self-deprecatory humor for the proverbial win.)

Although the video is intended to demonstrate the capabilities of the jMonkeyEngine, it's an interesting look at one of the tools used by a major player in the MMO market. NCSoft has been using jMonkeyEngine for the last two years. Joshua doesn't mention any specific games that have used the tool, though he does hint rather strongly that NCsoft's most recent output might have employed it.

The worldbuilding tool presentation follows behind the break.

Continue reading Joshua Slack demonstrates NCSoft worldbuilding tool

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.

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