Showing posts with label MMO. Show all posts
Showing posts with label MMO. Show all posts

Wednesday, June 4

MMORPG For Kids Design Challenge

My brother Fletcher and I placed second in last week's Game Career Guide design challenge, a communication system for a children's MMO. We had a great time designing too.
The Challenge
The Results
Our MMO Submission

This week's challenge was a game that teaches Shakespeare's Hamlet. The newest challenge, posted today and with a deadline next Wednesday is to rename Katamari Damacy.

Friday, June 29

1up MMO Update 6/29/07

1up's weekly MMO Update has been posted. Once again, lots of interesting things to read. I have about fifteen tabs open just waiting to be read. Check it out.

Saturday, June 23

1up.com MMO Update

1up has posted their latest weekly massively-multiplayer-online game update which you can read right here. Once again the post covers everything under the MMO sun, its pretty amazing how much news and articles writer Michael Zenke can keep track of each week. Lots of interesting stuff comes out of this week's post that I'm working through for myself as we speak. Check it out.

Tuesday, May 29

Vanguard Development

Yesterday I came upon this 1up post summarizing recent happenings in the MMO world. The primary topic of discussion was Vanguard: Saga of Heroes and its development process at Sigil Games. 1up linked to two interviews at F13.net, an MMO-focused blog. The interviews are with an anonymous Sigil ex-employee and Brad McQuiad, CEO of Sigil games. Each interview casts very different lights on the development of Vanguard. One thing both agree on, though, is that development did not go smoothly. Apparently, development of Vanguard didn't kick in until a year before release, even though it was in development for four. The employee attributes this to the lead designers, including Mcquaid. Mcquaid himself attributes development difficulty to publisher funding and support. After reading both interviews, I think there is validity to each person's argument. I would highly recommend both interviews, they're enlightening. But the reason I wanted to bring this up is because, honestly, it was jarring. Its easy to get caught up in design and forget about development. Game development is the practice of game design. I love game design, but development is what causes all of those great ideas to come to fruition. Design is only half the battle to making a great game. Check out those interviews. The 1up story is really good also.

Wednesday, May 2

Lord of the Rings Online: Equal Rights?

Massively-Multiplayer-Game The Lord of the Rings Online: Shadows of Angmar was recently released. There are many facets to the game worth discussing, but a particular issue has arisen this week that I would like to take a look at from a game design perspective. You may have heard. Male-Male and Female-Female couples are unable to marry in Shadows, and neither are certain race pairings (regardles of sex), such as dwarfs and hobbits. There has been much player resistance to this social limitation. Unfortunately, the game's developer, Turbine, has buckled under the pressure and removed marriage from the game altogether.

Obviously, the main concern that players have with marriage restrictions is that of equal rights. Shadows designer, Nik Davidson, had the following explanation for the disallowance:
Very rarely will you see an elf and a human hook up, but it does happen; the door is open. Dwarves don't intermarry with hobbits; that door is shut ... Did two male hobbits ever hook up in the shire and have little hobbit civil unions? No. The door is shut.
Davidson goes on to further explain why. The Lord of the Rings novels were written this was because Tolkien himself was a "conservative catholic." But do supposedly legitimate explanations justify a lack in equal rights?Let us look at the various perspectives shall we? On one end, as Brenda Brathwaite points out, and editor Kris Graft writes, "videogames inherently branch away from their source content and should allow gamers to make their own decisions about relationships." MMO's are social games. A big part of their draw are the in-game relationships players form with one another. Specific restrictions on the development and freedom of those relationships is by definition discriminatory. Freedom of choice is a vital aspect to MMO's, especially when role-playing is so heavily encouraged. However, in real life, the zeitgeist of equal-rights is not polarized towards either end of the spectrum. Restrictions on marriage are being imposed across the United States, state by state. Even so, there are many opponents to these legal barrings. Is Lord of the Rings Online a virtual reflection of real life society? Or, as Davidson has stated, are these marriage allowances and restrictions just an emulation of the game's source material, and not a statement of modern political issues? It's impossible to say which was the actual reasoning. However, as game designers, we can speculate as to which is better, and the pros and cons of developing a game favoring either.The primary supportive reason for Shadows' marital restrictions is exactly what Davidson said. I think there is something to be said for remaining true to the license. A recent comic at Penny Arcade hits this issue in quite a timely fashion, albeit in a different context and perhaps slightly exaggerated. Regerdless, authenticity can certainly be an advantage. Designing a licensed game cannot be easy, developers must decide early and reevaluate often just how closely they are going to stick to the source. Their is likely a precarious balance in weighing these things. The final cheer for this side of the argument is that players are living in virtual world. This virtual world, Middle Earth, has certain restrictions or cultural expectations of its inhabitants. Turbine had imposed these cultural norms by techincal rule. Just as Middle Earth inhabitants in the books had to follow the rules, so do players living in the same world.

The flip side is that its a game. Developers have the right to take certain liberties in their interpretation of a license. Furthermore, developers must determine which is more important: staying true to the source, or making a great game regardless of licensing restrictions? In the end, the game is a game, in this case an MMO. And in MMOs, player freedom is priority, which, as it has been established in MMOs past, includes allowing players to marry whomever they wish. And going back to the virtual world theme in the previous paragraph, MMOs are like little continents. If in real life political strife can arise over gay-rights, then by golly in an MMO the same strife will eventually emerge. Without developer imposed regulations.

Massively Multiplay
Thoughts?
Feelings?
Etcetera?

this public service announcement brought to with the support of Rush: Snakes and Arrows

Tuesday, March 20

Psychochild--Weekend Design Challenge

Brian Green is a game designer that runs a blog under the title of Psychochild. Green helped develop the MMO Merdian 59 back in the day, and currently maintains the game at Near Death Studios. His blog focuses on game design and development. One of his reccuring posts is the Weekend Design Child, that asks readers to tackle a hypothetical game design issue. This weekend, Psychochild poses a very interesting challenge called Feedback Loop.
We'll go practical this week. Let's say you're working on a typical combat-focused online RPG. One feature requested on the forums is that players that take wounds should perform worse than a fully healed character. Your job is to design this system to work within a game. Don't assume anything special about the game. Assume it's a typical sword-and-sorcery type game. Use WoW as an example if absolutely necessary.
Think about these issues:
What are the potential problems with this design?
How do you work around these problems?
Bonus: What is the motivation for players for asking for this change?
Good question, Brian. Lets think about this.
There are plenty of ways you could handicap a player based on how much damage they've taken, or other factors, like being poisoned and such. Lets just talk about damage taken exclusively. Damage taken could mirror damage dealt. If you've lost 50% of your health, you could deal 50% of regular damage. Another factor could be movement, the more damage you take, the slower your character move. Eventually perhaps the character could stumble every few steps. Another effect could be limitations of ability. For example, a Warrior couldn't use bash past a certain health point. The advantages to this system are several. One, its more realistic. Two, it promotes a careful play style with effective tactics?Cons. As Stephen from the official post points out, a big disadvantge to implementing a damage system is that it possibly handicaps the losing player to the point where its impossible for them to win. Another flaw is (assuming we are working off a basic MMO design) that high-damage, faster characters will have an intrisinc advantage over other characters. Rogues would automatically be better characters.

Feedback
How would a damage afflictions work in your MMO?
What are the pitfalls and oundits to such a system under the basic MMO design (like WOW)?
What things would you change about the basic MMO to compliment a damage system?

Friday, March 9

GDC 2007: The Evolution of the RPG

What is a Role-Playing-Game? This question was asked to three highly prolific designers in the genre at a conference entitled: The Evolution of the RPG. The three said designers were Peter Molyneaux- creator of Fable, Hironobu Sakaguchi-creator of Blue Dragon and Lost Odyssey, and Ray Muzyka-CEO of BioWare and contributor to Mass Effect.

So, what makes an RPG what it is? Well, Muzyka named four aspects that he believes are essential to an RPG: excellent stories and characters, the experience of exploration, characterprogression that is motivational and addictive, and emotionally charged combat.

Molyneaux agreed and also added that role-playing games are just that, players in roles. He said it is necessitous for the player to feel like a hero. RPGs should be an emotionally defining journey, to as he put it, “start off as nothing and end up being a hero?”

Finally, Sanguichi stressed these points in addition to the need for the player to feel accomplishment to be felt by the player.

Blue Dragon-Designed by Hironobu Sakaguchi of Mystwalker

The next question asked about turned-based combat, and whether it was good or bad. Molyneaux answered first, stating that real-time combat was the best choice for Fable because they felt it was more of an “immersive” gameplay experience. Muzyka however said that Mass Effect offers both real-time and turn-based, players can choose for themselves. Apparently, they don't want one gameplay type to be a barrier to the enjoyment.

Mass Effect-Designed by CEO Ray Muzyka's BioWare

Following this came character customization. Sakaguchi said it can be good but ultimately liked the RPG experience to a movie. The reasons movies can be so engrossing is because the story and characters are already defined. This moved into branching storylines and their use. Molyneaux started with a very provocative response, the problem with branching storylines is that when players choose, there is always a good possibility that they will regret their decisions and want to turn back or even lose interest.


Muzyka was more optimistic, saying that players new that their choices had consequences both good and bad, and that this would eventually lend itself to the game being more repayable.

Fable 2-Designed by Peter Molyneaux of Lionhead

The session ended with the subject of the MMORPG. Muzyka summarized all three of the panelists thoughts with this: “the story that develops between players--the social interaction--is a different kind of story, something you can't achieve in a single-player game.” He also hinted that BioWare is currently working on a game that blends the story of a single player RPG with the benefits of the multiplayer.


And that ends the roundtable.
The RPG is sometimes difficult to define, its not like the first-person-shooter, which we can easily label. But, the RPG does have a common set of characteristics that allow us to form associations. And, really, these three designers pinned it down. I'm sure everyone would agree that a true RPG features an interesting plot and good storytelling. Dynamic characters are crucial as well. As Ray Muzyka pointed out, emotional attachment is the hallmark of a successful RPG. Just look at any "Top 10 RPGs" list you can find, all will feature characters that players eventually come to appreciate, if not love.
Ico, greatest game of all time, ever.

What I like most about this roundtable though, is how Dr. Muzyka told us that combat must elicit emotion. This struck a chord with me immediately, the reason being I just finished Fumito Ueda's masterpiece, Ico. If you havent played Ico, do so as soon as humanly possible. Everytime the shadows try to take away Yorda, I found myself shouting at the screen: "Stay away from her, evil!" There is a flip-side to emotionally charged combat as well. You can feel badly about attacking or killing something. The final scene of Splinter Cell: Chaos Theory (spoiler) is a fantastic example of this. The player is forced to shoot the head terrorist, and it was really effective at making me upset. At the same time, I knew it was what I needed to, both to continue the game and for the fate of the world.

The last thing I want to say is about the MMO. And its just as Muzyka said, its a different type of experience, a social one. I love the concept of fusing this player interaction with the emotional story of a single-player RPG. This is especially true if, somehow, players unanimously want to play their given roles, through use of force, incentive, what have you.

Role-Play
Why is an RPG an RPG?
Think about the RPGs you've played, what elements seemed strogest to you, which do you like best?
Do you think that real-time combat is more immersive than turn-based? Why or why not?

Please post any comments you may have.

Source: Gamespot