Intelligent Artifice

A blog on interactive entertainment: design, production, industry and related topics.

 

Love, a one-man indie MMO February 29, 2008

Filed under: Indie, Online Games — Jurie @ 1:40

Jim Rossignol has written an article over at Rock, Paper, Shotgun about Love, a ‘first person not so massively multi player online procedural adventure game’ developed by Eskil Steenberg.

The game itself, dubbed Love (as in For The Love Of Game Development), is an exploration-based moderately-multiplayer FPS with astounding impressionistic visuals and a procedurally generated universe. Since Steenberg is a one man show, he’s relying on clever maths to build the world for him and then clever gamers to come in and help him figure out where to take it, and what to do with it.

It sounds like an amazing effort. Great look too!

 
 

World of Warcraft for Mobile Phones? January 12, 2008

Filed under: Online Games — Jurie @ 13:28

World of Warcraft for Mobile Phones?

Now don’t expect to be questing or
leveling with wowMobile, (Unless your using wow glider) its more for simple things, for the geeks, addicts (or the bored)

-Check Auction House
-Sell/Buy at merchants
-Small travel distances
-Catch up on Email
-Chat
-Monitor the wait status for a battle ground while your away from your computer.

First time I hear of this. Why can’t I do some of these things without logging into the WoW client? Blizzard is so slow with extending the game into the surrounding ecosystem (but perhaps for a good reason).

I say this is fake / link bait / malware. Or it’s some hack, in which case it will be crushed mercilessly. By now Blizzard has enough money to just take out a hit on people that annoy them.

(Thanks Thomas.)

 
 

A perfect MMO patch day January 11, 2008

Filed under: Online Games — Jurie @ 11:58

Sanya Weathers, who was the community director for Mythic Entertainment has written an excellent blog post about what a perfect patch day for an MMO should look like, from the point of view of a community director (and how often do you see things from that perspective?). There is a ton of wisdom in this post.

 
 

Gordon Walton Gives 12 Lessons from WoW December 18, 2007

Filed under: Online Games — Jurie @ 15:38

Many people have tried to identify the secret of Blizzard’s success, a topic guaranteed to interest a lot of game developers. Still, when someone who has been around as long as Gordon Walton gives it a shot, it’s worth paying attention. Not only is he a funny man, he knows what he is talking about.

Worlds In Motion has an article about Gordon’s talk about World of Warcraft at the Austin GDC a couple of months ago. Here is my summary:

  1. Learn from the past. Anyone remember the idea of World of Warcraft being against conventional wisdom when it was first announced? Surely Blizzard would fall on their faces making a fantasy MMO…
  2. Aim for a broad user base.
  3. Quality counts. As someone once pointed out: World of Warcraft was the first MMO developed by a company that knew how to make AAA offline games. I have been playing a lot of virtual worlds and Asian MMOs recently, and boy, they suck. In terms of user interface design and player guidance they are miles behind the top offline games.
  4. Support solo play. I wonder if this was an innovation because MMOs before WoW tended to come from MUDs?
  5. Simplify the GUI. If you’ve played WoW for a while, you might know how odd it feels to go from a level 70 raiding character to a lvl 1 nub with no add-ons. You suddenly have only 3 buttons. I really like Gordon’s remark about the GUI customization being a release valve for the hard core. It’s also great for Blizzard: they’ve taken most of the really popular add-ons and put them into the standard GUI.
  6. Tons of content. WoW was way more expensive than I expected. I have heard numbers between 50 and 80 million dollars. One thing that pays for is content.
  7. PvP content. Blizzard had lots of experience here. It’s easy to underestimate everything they learned from Battle.net.
  8. Don’t tune for the hardcore. Yeah… I know people who still haven’t gotten to level 60.
  9. Let them quit. Gordon kinda makes the same point in this and the previous lesson: You can force people to do stuff by clever game design, but they will probably hate you for it in long term (and in fact complaints about grinding are the number one reason I have seen for why people stop).
  10. Offer the right amount, and the right kind of choices. This is worth a couple of blog post of it’s own.
  11. Easy to learn, difficult to master. More on this below. I am still learning new things about WoW after almost 3 years. Like why parry mechanics make it a bad idea to attack mobs from the front when you’re not the tank. Or how you can increase your DPS by 5-10% if you understand how the client communicates with the server.
  12. Brands matter. This is the most secret ingredient of Blizzard’s secret sauce: how they got where they are.

What I consider one of the most impressive parts of WoW is the progression design. How you’re taught about the game. How you’re led through it. How there are always just the right number of carrots dangling in front of you. This comes up in lessons 5, 6, 10 and 11. I think the progression design in WoW is perhaps the best I have ever seen in a game, even beating Zelda: A Link To The Past. (I’ve been meaning to analyze how both games do this - now there’s some useful games research.)

The article concludes with:

The thread that tied the talk together was changing the mindset of the developers: it’s about understanding that a general audience is not the power gamers. If a game is to be successful with a broader audience, it has to be more fun, more directed, more accessible, and faster-paced.

Emphasis mine. Think of lesson 8: Don’t tune for the hardcore. But hey, developers are the hardcore. And the hardcore are the first to set up camp in your forums and tell you what they like and don’t like about what you say you are building. (This was first pointed out sixteen years ago, by Chris Crawford.) It takes a clear head and nerves of steel to ignore all that. Blizzard uses mantras for design: that’s a great way to continuously remind yourself what you set out to do.

 
 

I have a new job December 1, 2007

Filed under: Online Games, Personal — Jurie @ 5:56

In fact, I’ve had a new job since November 1st, but I’ve been quite busy and it’s taken me a while to find out what I can mention on my blog.

I am working as a producer at 10tacle Vienna, where I am working on a multi-user 3D online world developed in cooperation with MTV Germany. So I have been doing a lot of research into virtual worlds, MMOs, online games, server architectures, social networks, internet marketing… anything that is vaguely related. It’s a fascinating subject.

“But Jurie,” attentive readers might ask, “weren’t you skeptical about 10tacle back in May?”

Why yes, I was. But I’ve gotten to know the company a bit better since then. I’ve weighed the risks, and it seemed like a good idea to go and work with them.

What makes me particularly happy is that they specifically wanted me because of the broad range of areas I have worked in or know something about. I much prefer synthesizing across disciplines than being squeezed into a pre-defined box in an org chart, and in fact my current job description is quite different from the classical role of a producer. So I am getting paid for being an insufferable know-it-all! One step closer to my role model.

 
 

Chinese MMO bans in-game gender-bending September 26, 2007

Filed under: Online Games — Jurie @ 10:48

What it says. Amusing.

Update: Joystiq has done some research on this and there are reasons to believe it is not true (thanks, Steve Lee).

 
 

Metaplace: open DIY virtual worlds for everyone September 21, 2007

Filed under: Online Games, Web 2.0 — Jurie @ 11:08

Metaplace: open DIY virtual worlds for everyone. Finally we know what Areae, Raph Koster’s company, has been working on. It sounds very much like what Brian Moriarty envisioned in his Listen! speech at the GDC in 1997.

(Via Boing Boing.)

Update: Alice has a lot more information, as she should since she is way more focused on this subject than I am.

 
 

Where World of Warcraft’s dance moves come from July 27, 2007

Filed under: Fun, Games, Online Games — Jurie @ 10:08

Someone has gone to the trouble of doing the research. I knew quite a few, but not all:

It even has the Murloc pet… BUT NO UNDEAD. Tsk, tsk. Some of the sources are quite obscure. I wonder if the female Blood Elf dance really was taken from an amateur Korean video.

(Via Alice.)

 
 

Chore Wars July 18, 2007

Filed under: Games, Online Games — Jurie @ 21:53

Chore Wars - Finally, you can claim experience points for housework. You can guess where it’s going. Cute idea!

(Via Ryan.)

 
 

Gold-farmers beat ad-ban by spelling URL in dead gnomes July 10, 2007

Filed under: Fun, Online Games — Jurie @ 9:34

Can’t publish the URL of your gold-farming site the normal way? Spell it out in dead gnomes. Good marketing stunt. They probably just did it for the gnome-killin’, it’s a kind of fetish in WoW-land.

 
 
 
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