Moo Tang Clan: MMOG design anti-patterns?

Tuesday, September 23, 2008

MMOG design anti-patterns?

Some quick background, lifting from Wikipedia:

A design pattern is a formal way of documenting a solution to a design problem in a particular field of expertise. The idea was introduced by the architect Christopher Alexander in the field of architecture, and has been adapted for various other disciplines, including computer science.

A pattern must explain why a particular situation causes problems, and why the proposed solution is considered a good one.

Alexander describes common design problems as arising from "conflicting forces" -- such as the conflict between wanting a room to be sunny and wanting it not to overheat on summer afternoons. A pattern would not tell the designer how many windows to put in the room; instead, it would propose a set of values to guide the designer toward a decision that is best for their particular application.

In software engineering, an anti-pattern is a design pattern that appears obvious but is ineffective or far from optimal in practice. [...] Some repeated pattern of action, process or structure that initially appears to be beneficial, but ultimately produces more bad consequences than beneficial results
I've cross posted this to the Nerfbat forums, where there is already a healthy discussion, mostly focused on whether crafting interdependency is an anti-pattern. What other MMOG design anti-patterns have you become aware of?

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