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	<title>Comments on: MMO Theory Everywhere</title>
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	<link>http://www.eldergame.com/2007/11/mmo-theory-everywhere/</link>
	<description>MMO game development</description>
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		<title>By: Babs</title>
		<link>http://www.eldergame.com/2007/11/mmo-theory-everywhere/comment-page-1/#comment-88</link>
		<dc:creator>Babs</dc:creator>
		<pubDate>Tue, 13 Nov 2007 05:49:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/11/05/mmo-theory-everywhere/#comment-88</guid>
		<description>What would you consider a more mature way?</description>
		<content:encoded><![CDATA[<p>What would you consider a more mature way?</p>
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		<title>By: Sandra</title>
		<link>http://www.eldergame.com/2007/11/mmo-theory-everywhere/comment-page-1/#comment-84</link>
		<dc:creator>Sandra</dc:creator>
		<pubDate>Sun, 11 Nov 2007 16:28:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/11/05/mmo-theory-everywhere/#comment-84</guid>
		<description>Exactly why I&#039;d like to see us develop more mature ways of designing and developing MMO games -- who wants to marry a troubled pop icon these days? :&gt;</description>
		<content:encoded><![CDATA[<p>Exactly why I&#8217;d like to see us develop more mature ways of designing and developing MMO games &#8212; who wants to marry a troubled pop icon these days? :></p>
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		<title>By: Babs</title>
		<link>http://www.eldergame.com/2007/11/mmo-theory-everywhere/comment-page-1/#comment-82</link>
		<dc:creator>Babs</dc:creator>
		<pubDate>Sat, 10 Nov 2007 21:37:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/11/05/mmo-theory-everywhere/#comment-82</guid>
		<description>Going for the megahit is dangerous.  It&#039;s like being a boy band from the 80&#039;s and 90&#039;s.  Once your audience has moved on, you pretty much have to marry a troubled pop icon to get your picture in People Magazine.

I must be tired.  I tried for analogy and got lethargy instead =/</description>
		<content:encoded><![CDATA[<p>Going for the megahit is dangerous.  It&#8217;s like being a boy band from the 80&#8242;s and 90&#8242;s.  Once your audience has moved on, you pretty much have to marry a troubled pop icon to get your picture in People Magazine.</p>
<p>I must be tired.  I tried for analogy and got lethargy instead =/</p>
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		<title>By: Sandra</title>
		<link>http://www.eldergame.com/2007/11/mmo-theory-everywhere/comment-page-1/#comment-81</link>
		<dc:creator>Sandra</dc:creator>
		<pubDate>Sat, 10 Nov 2007 05:21:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/11/05/mmo-theory-everywhere/#comment-81</guid>
		<description>Ryan: Generating user personas sounds fascinating. I&#039;d love to hear more about how you go about that. 

In my experience, however, user testing outside of the obligatory beta has actually become less prevalent for MMO games. I know AC1 did some basic user testing, largely at Microsoft&#039;s urging -- I had the videotapes stored under my desk for several years, even though I wasn&#039;t around to see the original sessions. But I&#039;m not aware of many games since then that have made the effort. 

But even if user testing is done relatively late, I think it can really help target the polish in a very useful way. And polish -- what I might call getting out of the player&#039;s way -- is way more important than we give it credit for even today. For instance, watching Eric play through the newbie area of Greater Faydark in EQII was an education in itself. *grin* That sort of thing can really help smooth out unclear directions, confusing terrain, misplace fight difficulty -- all the little bits that can drive players away in a heartbeat. 

Babs: &quot;But imagine if an MMO spent parallel amounts of time in both tool-building =and= analyzing Venn diagrams of their target audience. They’d never launch&quot; -- oh, I disagree. Considering how absolutely little time most games put into tool-building, we&#039;d only need a day or two of thinking about the target audience to reach parity! *grin* 

Unfortunately I think the odds of an MMO being &quot;successful&quot; are currently way below 50%. I have to believe that there&#039;s something we can do to improve the situation. I will concede, however, that given the current megahit-focused investment model, it probably is easier and no less predictive to go with our gut.</description>
		<content:encoded><![CDATA[<p>Ryan: Generating user personas sounds fascinating. I&#8217;d love to hear more about how you go about that. </p>
<p>In my experience, however, user testing outside of the obligatory beta has actually become less prevalent for MMO games. I know AC1 did some basic user testing, largely at Microsoft&#8217;s urging &#8212; I had the videotapes stored under my desk for several years, even though I wasn&#8217;t around to see the original sessions. But I&#8217;m not aware of many games since then that have made the effort. </p>
<p>But even if user testing is done relatively late, I think it can really help target the polish in a very useful way. And polish &#8212; what I might call getting out of the player&#8217;s way &#8212; is way more important than we give it credit for even today. For instance, watching Eric play through the newbie area of Greater Faydark in EQII was an education in itself. *grin* That sort of thing can really help smooth out unclear directions, confusing terrain, misplace fight difficulty &#8212; all the little bits that can drive players away in a heartbeat. </p>
<p>Babs: &#8220;But imagine if an MMO spent parallel amounts of time in both tool-building =and= analyzing Venn diagrams of their target audience. They’d never launch&#8221; &#8212; oh, I disagree. Considering how absolutely little time most games put into tool-building, we&#8217;d only need a day or two of thinking about the target audience to reach parity! *grin* </p>
<p>Unfortunately I think the odds of an MMO being &#8220;successful&#8221; are currently way below 50%. I have to believe that there&#8217;s something we can do to improve the situation. I will concede, however, that given the current megahit-focused investment model, it probably is easier and no less predictive to go with our gut.</p>
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		<title>By: Babs</title>
		<link>http://www.eldergame.com/2007/11/mmo-theory-everywhere/comment-page-1/#comment-77</link>
		<dc:creator>Babs</dc:creator>
		<pubDate>Thu, 08 Nov 2007 17:05:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/11/05/mmo-theory-everywhere/#comment-77</guid>
		<description>&quot;Put these very disparate bits of inspiration together and what do you have? That there is no single average player in your game, and that reducing complex behavior down to a single number to describe that non-existent average player is meaningless.&quot;

Agreed.  And yet we do it so often it&#039;s rote at this point, isn&#039;t it?  Because we&#039;re constantly seeking that single quality that has universal appeal.  One game to rule them all.  

But imagine if an MMO spent parallel amounts of time in both tool-building =and= analyzing Venn diagrams of their target audience.  They&#039;d never launch =)  Which is not to say they shouldn&#039;t be looking for the overlap between person 1 and person 2, it&#039;s just that they end up with the same 50% chance to fail by thoughtful analysis as by having the wrong gut feeling about features.  For amount of effort required, it&#039;s cheaper to go with one&#039;s gut.</description>
		<content:encoded><![CDATA[<p>&#8220;Put these very disparate bits of inspiration together and what do you have? That there is no single average player in your game, and that reducing complex behavior down to a single number to describe that non-existent average player is meaningless.&#8221;</p>
<p>Agreed.  And yet we do it so often it&#8217;s rote at this point, isn&#8217;t it?  Because we&#8217;re constantly seeking that single quality that has universal appeal.  One game to rule them all.  </p>
<p>But imagine if an MMO spent parallel amounts of time in both tool-building =and= analyzing Venn diagrams of their target audience.  They&#8217;d never launch =)  Which is not to say they shouldn&#8217;t be looking for the overlap between person 1 and person 2, it&#8217;s just that they end up with the same 50% chance to fail by thoughtful analysis as by having the wrong gut feeling about features.  For amount of effort required, it&#8217;s cheaper to go with one&#8217;s gut.</p>
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		<title>By: Ryan</title>
		<link>http://www.eldergame.com/2007/11/mmo-theory-everywhere/comment-page-1/#comment-74</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 07 Nov 2007 23:05:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/11/05/mmo-theory-everywhere/#comment-74</guid>
		<description>Steve Krug&#039;s book is a gem, I love the fact that even the way the book is written and layed out is accessble and highly user friendly.

Personally I couldn&#039;t agree with you more. I work in web design and often find it an uphill battle to explain that even within a single marketing demographic you will see multiple user types and multiple user behaviours. We&#039;ve had some headway with doing ethnographic based persona development workshops where we invite the stakeholders, we often generate 10+ personas and the stakeholders see how difficult it is to narrow that field down :)

The true turning point though is when we can get them into our usability lab to watch (and this is key) &#039;more than one&#039; usability session. When they actually see 2 users who fit their demographic profile behaving completely differently as they interact with the prototype site it suddenly becomes very real for them. After that they are a bit more reasonable when it comes to our suggestions and site designs :)

I know that user testing is become more prevalent in the gaming world but I wonder how often the decision makers, producers, developers etc sit in on these sessions and see how actual users &#039;use&#039; the game. Would this have an impact on the overall game design, or is it too late by this stage for this kind of insight to have an impact?</description>
		<content:encoded><![CDATA[<p>Steve Krug&#8217;s book is a gem, I love the fact that even the way the book is written and layed out is accessble and highly user friendly.</p>
<p>Personally I couldn&#8217;t agree with you more. I work in web design and often find it an uphill battle to explain that even within a single marketing demographic you will see multiple user types and multiple user behaviours. We&#8217;ve had some headway with doing ethnographic based persona development workshops where we invite the stakeholders, we often generate 10+ personas and the stakeholders see how difficult it is to narrow that field down :)</p>
<p>The true turning point though is when we can get them into our usability lab to watch (and this is key) &#8216;more than one&#8217; usability session. When they actually see 2 users who fit their demographic profile behaving completely differently as they interact with the prototype site it suddenly becomes very real for them. After that they are a bit more reasonable when it comes to our suggestions and site designs :)</p>
<p>I know that user testing is become more prevalent in the gaming world but I wonder how often the decision makers, producers, developers etc sit in on these sessions and see how actual users &#8216;use&#8217; the game. Would this have an impact on the overall game design, or is it too late by this stage for this kind of insight to have an impact?</p>
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