March 2003
- MMORPG/MMOG P2P design Steven J. Owens
- Dinner, Conference and BBQ J C Lawrence
- Dinner, Conference and BBQ J C Lawrence
- Wow, Jessica's working on Ac2? Chris
- Small Worlds, GDC talk Koster, Raph
- Small Worlds, GDC talk Peter Tyson
- Better Game Design through Data Mining, MDC talk David Kennerly
- MUD-Dev conference and dinner report J C Lawrence
- MUD-Dev conference and dinner report J C Lawrence
- MUD-Dev conference and dinner report Smith, David {Lynchburg}
- Fighting Lag Elia Morling
- Fighting Lag Nicolai Hansen
- Fighting Lag Daniel.Harman@barclayscapital.com
- Fighting Lag Ian Macintosh
- Fighting Lag Daniel.Harman@barclayscapital.com
- Fighting Lag Travis Nixon
- Fighting Lag Nicolai Hansen
- Fighting Lag Vladimir Vukicevic
- Fighting Lag Jo Dillon
- Fighting Lag Mike Shaver
- Fighting Lag Bruce Mitchener
- Fighting Lag Brian Hook
- Fighting Lag Paul Schwanz
- Fighting Lag Elia Morling
- Fighting Lag Ian Macintosh
- Fighting Lag ceo
- Fighting Lag arch stanton
- Fighting Lag Tom Hubina
- Fighting Lag Steven J. Owens
- Fighting Lag Amanda Walker
- A Founding Father Forgotten Scott Miller
- A Founding Father Forgotten Travis Casey
- A Founding Father Forgotten Richard Aihoshi aka Jonric
- A Founding Father Forgotten Travis Casey
- A Founding Father Forgotten Adam Dray
- A Founding Father Forgotten Travis Casey
- A Founding Father Forgotten Adam Dray
- A Founding Father Forgotten Michael Tresca
- A Founding Father Forgotten Caliban Tiresias Darklock
- A Founding Father Forgotten John Robert Arras
- A Founding Father Forgotten Michael Tresca
- A Founding Father Forgotten Matt Mihaly
- A Founding Father Forgotten Michael Chui
- A Founding Father Forgotten Matt Mihaly
- A Founding Father Forgotten Michael Tresca
- A Founding Father Forgotten Sean Kelly
- A Founding Father Forgotten Michael Tresca
- A Founding Father Forgotten Caliban Tiresias Darklock
- A Founding Father Forgotten Michael Tresca
- A Founding Father Forgotten Paul Schwanz
- A Founding Father Forgotten John Robert Arras
- A Founding Father Forgotten Thomas Tomiczek
- A Founding Father Forgotten Paul Schwanz
- A Founding Father Forgotten Ryan Arthur
- A Founding Father Forgotten Threshold RPG
- A Founding Father Forgotten David Kennerly
- A Founding Father Forgotten eck@wizards.com
- A Founding Father Forgotten Ben Hoyt
- A Founding Father Forgotten Paul Schwanz
- A Founding Father Forgotten Bad Mojo
- A Founding Father Forgotten Matt Mihaly
- MDC and talk John Robert Arras
- More on Small Worlds Koster, Raph
- More on Small Worlds Ted L. Chen
- More on Small Worlds Lee Sheldon
- More on Small Worlds Jeff Cole
- More on Small Worlds Boyle, Paul
- More on Small Worlds - Simulation of behviours in populations ceo
- BIZ: MMP subscriber numbers Daniel James
- BIZ: MMP subscriber numbers Diamonds
- BIZ: MMP subscriber numbers Chris Holko
- BIZ: MMP subscriber numbers szii@sziisoft.com
- BIZ: MMP subscriber numbers Rudy Fink
- BIZ: MMP subscriber numbers Threshold RPG
- BIZ: MMP subscriber numbers Damion Schubert
- BIZ: MMP subscriber numbers Chris
- BIZ: MMP subscriber numbers Lee Sheldon
- BIZ: MMP subscriber numbers Baar - Lord of the Seven Suns
- BIZ: MMP subscriber numbers Christopher Allen
- BIZ: MMP subscriber numbers Scott Jennings
- BIZ: MMP subscriber numbers Threshold RPG
- BIZ: MMP subscriber numbers Lee Sheldon
- Massively Multiplayer Game Development (Game Developmen t Series) Daniel.Harman@barclayscapital.com
- Massively Multiplayer Game Development (Game Developmen t Series) Jeremy Noetzelman
- Massively Multiplayer Game Development (Game Develo pment Series) Koster, Raph
- Massively Multiplayer Game Development (Game Development Series) Jessica Mulligan
- Massively Multiplayer Game Development (Game Development Series) Damion Schubert
- Massively Multiplayer Game Development (Game Developmen t Series) Ted Milker
- Winnable MMO apollyon
- Winnable MMO Edward Glowacki
On Mon, 2003-03-31 at 15:08, apollyon wrote:
> So, what if you designed an MMO that was made to be winnable?
> Most games are winnable. No one plans to play a single game of
> Monopoly for the next 5 years, but when the game is over they are
> more than willing to play another game to see if they can win this
> time. What if you designed a game that was made to be winnable
> over the course of maybe 1 to 6 months and when one side won the
> game would be played again? The timeframe would not be so long
> that people would feel as if they had made too great an investment
> to think about starting over again, but long enough that players
> could feel as if they had striven against a worthy opponent and
> would be anxious to try again.
I think this is definitely something worth considering, but it's
something you have to design into your game from the beginning and
implement it well to pull it off.
> The biggest obstacle I can see to such a proposal is that it's
> risky. MMOs are expensive and no one wants to lay down that much
> money for a game that people can "beat".
Companies spend tons of money on games you can beat: Starcraft,
Quake, UT, etc. and people spend tons of time playing those games.
Those games stick around a long time and have excellent replay
value, and they work well because if a player "loses" they can get
back in very quickly when another game starts (or they get respawned
in the same game).
> Another obstacle is the fact that every time a given conflict ends
> there's a finite chance that a given player will simply set the
> game aside and not pick it back up again. To help alleviate this,
> such a game would need to include rapid power advancement so
> players can quickly get back into the swing of things after a
> concluded conflict. Perhaps even an advantage to continuing play
> once you have concluded one conflict.
The flipside of that is that after any given conflict ends, a new
game begins and anyone who was sitting out can join back in with
relatively no loss or setback. Also, when the game recycles,
players will have the opportunity to rebuild and refine their
character to fix mistakes they made the last time around or try
something totally new.
The real question is, every time you start a new game, will it be
sufficiently challenging and enjoyable for returning players who
have essentially had all their property and skills taken from them?
Do you need to add new areas, different maps, a different subset of
skills, or anything else to make the next game as fresh as the
previous one? Would such a game truly be a MMORPG, or would you end
up with a RPG/FPS/RTS/whatever hybrid which might attract a
different crowd?
-ED
--
Edward Glowacki <glowack2@msu.edu> - Winnable MMO Vincent Archer
- Winnable MMO kat-Zygfryd
- Winnable MMO Miroslav Silovic
- Winnable MMO eric
- Winnable MMO John Robert Arras
- Winnable MMO Diamonds
- Winnable MMO Threshold RPG
- Winnable MMO Vincent Archer
- Winnable MMO Diamonds
- Winnable MMO Chris Nielsen
- Winnable MMO Sara Jensen
- Winnable MMO Chris Holko
- Winnable MMO Chris Mancil
- Winnable MMO szii@sziisoft.com
- Winnable MMO Mike Shaver
- Winnable MMO Threshold RPG
- Winnable MMO shren
- Winnable MMO Threshold RPG
- Winnable MMO Matt Mihaly
- Winnable MMO Talies the Wanderer
- Winnable MMO Steven J. Owens
- Winnable MMO John Buehler
- Winnable MMO Larry Dunlap
- Winnable MMO Jonathon Duerig
- Winnable MMO ceo
- Winnable MMO Edward Glowacki