A followup on the lessons of Blizzard's MMO design
Filed under: World of Warcraft, Fantasy, Game mechanics, MMO industry
Back in March we mentioned an article at the OC Register talking all about the design lessons you can take away from World of Warcraft. It turns out that was just a small part of a longer series on the site. Via a reminder link from Tobold, we can head back to the OC to get the full look. In all the site offered up 11 design lessons from the game, each taking on a specific game element and laying it out in layman's terms. We particuarly enjoyed the quip "Demand excellence or you'll get mediocrity." That's the 9th lesson J. Allen Brack laid out for the site, and one that I think most Blizzard players would agree is a core philosophy for the company.Accompanying this piece was a follow-up, asking readers to be sure and read the lively comments that accompanied the original '11 lessons' article. Many commenters took the site to task, stating that Blizzard wasn't particularly innovative in bringing World of Warcraft to market. Instead, they offered, the game 'merely' polished what the genre already had to offer. What's your view? Did Blizzard innovate, or are they just rock-polishers following in Sony Online's wake?

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