They simply forgot to balance their game around gameplay and hence jumped to the conclusion that it was the quest structure itself that was the issue and NOT the structure of the game. So instead they create quests that have nothing to do with the MMO or RPG aspects of the genre (a.k.a. meaningless mini-games that don’t involve ANYTHING you have done with your character AND don’t involve other people).~ from a comment over at Keen & Graev's blog
Wednesday, December 8, 2010
Quote of the day
Thursday, January 28, 2010
That's a Terrible Idea: Sandbox MMO Design Problems
Evizaer writes about Sandbox MMO Design Problems.
In addition to the Logging-out problem he mentions I would add the subtle corollary of the Logging-in problem - if the world is a sandbox you can change then the safe haven you logged out in could well become a most unfortunate place to log into some time later. Ouch.
I agree the Player-is-a-Peon Problem is tedious. I'd like to play a sandbox world where there was an interactive and dynamic NPC population which players would vie to control and dominate. Think SimCity rather than The Sims. This might also go some way to addressing the Excessive vertical advancement problem too since advancement could be measured in resources at your beck and call, not your avatar's personal capabilities.
Tuesday, January 26, 2010
Glyph on Dynamic Worlds
Glyph the Architect has written some thoughts on designing for a dynamic world. Go read it and add a comment - this is a topic I'd love to see more bloggers explore.
Wednesday, December 23, 2009
Theory by Flatfingers
Go read Theory by Flatfingers, I am.
I'll fish out my favourite posts and link from here later.