Proximity Breeds Endearment

Here’s another example of where our brains trick us into enjoying things in spite of ourselves.

I was reading a book of folk tales and I got to the story of The Snow Queen. It is about two innocent children who have adventures and then grow up. It ends this way:

Gerta and Kay went home hand in hand. There they found the grandmother and everything just as it had been, but when they went through the doorway they found they were grown-up.

There were roses on the leads; it was summer, warm, glorious summer.

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Posted in Design | 3 Comments

Who’s In Charge of Quality?

Who gets to say when an MMO patch is ‘done’? Does QA answer to the live producer? Can QA stop the launch of a patch or does the producer alone have that responsibility?

Every live MMO team I’ve been on has had this debate at one time or another, and with some of them it’s an ongoing power struggle that ripples out and affects development in a huge way.

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Posted in Production | 3 Comments

Retention and Rebound

Rage-Quit vs. Yawn-Quit

Long ago, when my friends and I were playing EverQuest, one of our party members decided to do some soloing after everybody else had gone to bed. He fell into a pit and died. In EverQuest, you lost everything you owned when you died, so all of his gear was now at the bottom of a pit. He then (foolishly) tried to get his gear back by himself, and subsequently lost all his backup belongings. The next day we offered to help him get his stuff back, but it was too late: he’d already rage-quit. He never came back.

If your last memories of the game are anger, then it’s much less likely that you’ll ever be back. But you might also quit just because you got bored, or some fancy new game caught your attention, or because you ran into money problems. In these cases, you may very well come back later.

No game will keep all their players forever, but when players do quit, you want to make it likely that they’ll come back again later.

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Posted in Design, Production | 7 Comments

Graphical Upgrades Are Dangerous

You are an older MMO. You don’t look sexy anymore.

Your players think a graphical upgrade would help you recruit new players. They tell you how embarrassed they are to be seen playing you and how easily they could convince all their friends to play too if you just looked a little nicer.

Your bosses think a new graphics engine should form the core of your next expansion. They tell you how important looks are to getting new players and how much reviewers like shiny graphics.

Your team members think a graphical upgrade, especially a new graphics engine, would be great. You’d get new players, maybe some more marketing money, and it wouldn’t even affect content creation all that much because graphics is all code.

Let me give you some advice: Don’t do it!

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Posted in Business | 13 Comments

More on Classed vs. Unclassed Games

I’ve read a lot of really great posts as a result of my hornets-nest stirring post about how classes are better than unclassed games. Some rebuttals have been pretty smart and have changed my mind about a number of things. For instance, it seems obvious in retrospect that EVE has classes — for my definition of that word — because the ship you’re in tightly constrains the role you can perform.

Other rebuttals have been frustrating, either because they misunderstood my point or because I had already specifically talked about their counter-argument already and they ignored it.

But mostly, I think problems arose from my use of the word “class”, which was not defined well enough. I’ve defined it before on the blog, but I didn’t define it in the last post. (And I attempted to tackle a bunch of small side-topics which made things murkier.) Let me focus just on the core point for a second.

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Posted in Design | 26 Comments

Classes vs. Open Skill Systems

A few years ago, I was interviewing for a systems designer gig. The design interviewer had been at Turbine many years prior, so we vaguely knew each other from there, but she needed to know how much I’d grown as a game designer since then.

She asked:

  • “When you came to Turbine, how did you feel about classless systems like Asheron’s Call 1 has?” My answer: “I loved them and wanted to make all games that way.”
  • “Do you still feel that way?” My answer: “No, I wouldn’t inflict that upon a game that I wanted to see succeed in the long run.”

This was the correct answer, if you’re keeping track at home, and I got the job.

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Posted in Design | 45 Comments

Why We Need More Women Developers

When game developers have a conversation about women gamers, if often goes something like this:

  1. Women gamers are a vast untapped market.
  2. If we can tap into that market we can make lots of money.
  3. So we better hire some women developers.

Magical Woman Knowledge

The logical connection between the first two points is pretty clear. But where does #3 comes from?

Magical woman knowledge.

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Posted in Production | 12 Comments

Beginner’s Luck and Expert’s Intuition

We’ve all grouped with great healers. It’s not really very hard to be a great healer: just keep track of all the little health meters and make sure nobody dies. But have you ever been in a group where the healer is just amazing? Your group is doing content way out of your league, but somehow, amazingly, you survive. The healer knows just the right moment to use his 30-minute emergency heal, when to stop healing in order to recover his juice, when to chain-heal the DPS and let the tank drop to critical levels. And just once — the one time in a million when this is the right thing to do — he gets out his friggin’ axe and starts doing damage instead of healing. And it works. How does he know what to do? Expert’s Intuition.

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Posted in Design | 3 Comments

Ready the Meat Sacrifices

Scott Jennings of Broken Toys (whom I still call Lum in my head) posted last week about the upcoming slate of 2011 MMOs. It’s a good post, and if you read this blog I expect that you have already read it.

The bit that really caught my eye, though, was his discussion of the impact of BioWare’s SWTOR (which I still call KOTORO in my head, accompanied by a mental imago of Goro).

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Posted in Business | 3 Comments

Joust is Not Coming Back

One hard lesson that new developers have to learn is that not all game difficulty is equally fun. Some types of difficulty are perceived as fair, but other types are perceived as unfair… or worse, buggy.

The classics can teach us a lot about this. Many of the classic arcade games have survived for over 30 years and are still thriving in modern gaming. Robotron has been re-imagined as everything from Smash TV to Geometry Wars. Space Invaders is the grandfather of a million shoot-em-ups. Pac-Man never spawned derivative games, but the new versions of Pac-Man on the Xbox 360 are great, popular, accessible games.

But there are plenty of other arcade games which never managed a popular sequel, and whose game mechanics have died completely. Take, for instance, Asteroids and Joust. What’s wrong with these classics? Why can’t they be reborn?

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Posted in Design | 16 Comments