May 2007
- [DESIGN] Developing and balancing a roleplaying system Calvin
- [ADMIN] Bounced Posts? Nick Koranda
- [Offtopic] Lend your ears to science! Mike Rozak
- [Design] [REPOST] Food in MMOs Lachek Butalek
- [Design] [REPOST] Food in MMOs Jacob Cord
- [Design] [REPOST] Food in MMOs Steve "Bloo" Daniels
- [Design] [REPOST] Food in MMOs Damion Schubert
- [DESIGN} Who to design for? John Buehler
- [DESIGN} Who to design for? Damion Schubert
- [DESIGN} Who to design for? John Buehler
- [DESIGN} Who to design for? Tess Snider
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Raph Koster
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Raph Koster
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? cruise
- [DESIGN} Who to design for? John MacQueen
- "The Next Big Thing" (was [DESIGN} Who to design for?) Mike Sellers
- [DESIGN} Who to design for? Michael Chui
- [DESIGN] Who to design for? Michael Hartman
- [DESIGN} Who to design for? Damion Schubert
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? Tess Snider
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? cruise
Thus spake Sean Howard...
> "Damion Schubert" <dschubert@gmail.com> wrote:
>
>> 1) Your game design should have a central theme or activity that everyone
>> gets and understands.
>
> I agree with the central them - big fan of strong backbones here - but I'm
> not sure I understand the "everyone gets" thing. I'm not sure everyone
> "gets" the average MUD or MMORPG unless they've already played one. I
> don't know, maybe that's the main obstacle against adoption.
I think we're still trying to find a theme "everyone" gets - I'd argue
the Sims came the closest, and it's one reason it's so popular.
Alternatively, something that's so abstract/different, like Tetris, that
again no one starts with preconceptions.
Either way, having the players start on an equal footing with regards to
game knowledge would seem to help more be willing to try it.
<snip>
> I think you can sell very complex games to casual gamers. It doesn't have
> to be easy. Chess isn't easy, it's not fun (in the traditional sense), and
> with specialized pieces with non-standard movement and capturing
> abilities, there is quite a learning curve. Chess (or even Monopoly or
> Risk) is far more complicated than something like God of War, and yet,
> everybody has played it. This leads me to believe that the difference
> between a casual game and a hardcore game is nothing more than flashiness.
>
> You sell a casual game to a casual player by selling a game. You sell a
> hardcore game to a hardcore gamer by selling a way of life. It's easier to
> sell to a hardcore gamer because of this - they'll buy more games because
> they don't buy games based on individual merit alone.
So, by not saying, "There's tonnes of stuff you'll have to understand
before you can hope to enjoy this game" we'll get more casual gamers?
Seems reasonably self-evident, and complements my comments above about
familiarity. Still doesn't explain WoW though :P
>> 4) Your game design should result in a culture where hardcore players are
>> evangelizing the game to casual players. WoW's success comes largely
>> from classic EQ players finally being willing to recommend an MMO to
>> their wives and girlfriends.
>
> I think you've got that backwards. You need the non-hardcore (not casual,
> but somewhere inbetween - maybe a hardcore gamer who grew up and had a
> family and still tries to keep up with gaming) to evangelize a game to the
> casual player. WoW's success didn't come from Everquest. It came from
> Diablo and Warcraft II - two games which breached that gap before. Once
> you have the hardcore talking about a game, they talk about the wrong
> stuff and put the emphasis on the wrong things, and it will do more harm
> than good for casual players.
While it may not go directly from hardcore to casual, but remember
that's not an either/or proposition - it's a continuum, and it can flow
along it with relative ease. The further along that continuum it reaches
before someone says, "I have to learn too much to play this" the greater
the market. The threshold of "too much" obviously will vary depending on
how much hype is being pushed their way. WoW had enormous amounts of
hype, and is remarkably easy to pick up for an MMOG. Hence it went
further down that line than before.
>> 5) Your game design should have subtle ways and means for players to
>> increase their investment, so that casual players become more hardcore
>> as time passes.
>
> Do you think my 55-year old parents who play Wii bowling every day are
> going to suddenly think that, hey, maybe they should try out EVE Online?
> No, you don't make casuals hardcore. That only works for teenagers and
> college students.
Of course you can make casuals into hardcore players. That's /how/ you
get hardcore players. It's just faster for teenagers and younger people
generally as they're quicker to assimilate change and adapt. - [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Dana V. Baldwin
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Caliban Darklock
- [DESIGN} Who to design for? Mike Sellers
- [DESIGN} Who to design for? cruise
- [DESIGN} Who to design for? Tess Snider
- [Design] 4Cs (was Who to design for?) Mike Sellers
- [Design] 4Cs (was Who to design for?) Sean Howard
- [Design] 4Cs (was Who to design for?) Mike Sellers
- [Design] 4Cs (was Who to design for?) Sean Howard
- [Design] 4Cs (was Who to design for?) Michael Chui
- [Design] 4Cs (was Who to design for?) Peter Keeler
- [Design] 4Cs (was Who to design for?) Ammon Lauritzen
- [Design] 4Cs (was Who to design for?) Sean Howard
- [Design] 4Cs (was Who to design for?) Lachek Butalek
- [Design] 4Cs (was Who to design for?) Dana V. Baldwin
- [DESIGN} Who to design for? cruise
- [DESIGN} Who to design for? Sean Howard
- [DESIGN} Who to design for? Caliban Darklock
- [Design] [REPOST] Food in MMOs Steve "Bloo" Daniels
- [Design] [REPOST] Food in MMOs Caliban Darklock
- [Design] [REPOST] Food in MMOs cruise
- [Design] [REPOST] Food in MMOs Steve "Bloo" Daniels
- [Design] [REPOST] Food in MMOs Tess Snider
- [Design] [REPOST] Food in MMOs Lachek Butalek
- [Design] [REPOST] Food in MMOs Michael Chui
- [Design] [REPOST] Food in MMOs Ian Hess
- [Design] [REPOST] Food in MMOs Ian Hess
- [Design] [REPOST] Food in MMOs Tess Snider
- [Design] [REPOST] Food in MMOs Lachek Butalek
- [Design] [REPOST] Food in MMOs Michael Hartman
- [Design] [REPOST] Food in MMOs Kiztent
- [Design] [REPOST] Food in MMOs Jean, Yannick
- [Design] [REPOST] Food in MMOs Michael Hartman
- [Design] [REPOST] Food in MMOs Vincent Archer
- [Design] [REPOST] Food in MMOs Dave Scheffer
- [Design] [REPOST] Food in MMOs Tess Snider
- [Design] [REPOST] Food in MMOs Michael Chui
- [Design] [REPOST] Food in MMOs John Buehler
- [Design] [REPOST] Food in MMOs Morris Cox
- [Design] [REPOST] Food in MMOs Dana V. Baldwin
- [Design] [REPOST] Food in MMOs Matt Chatterley
- [Design] [REPOST] Food in MMOs Dana V. Baldwin
- [Design] [REPOST] Food in MMOs Michael Chui
- [DESIGN] Perma-death cruise
- [DESIGN] Perma-death Dana V. Baldwin
- [DESIGN] Perma-death Steve "Bloo" Daniels
- [DESIGN] Perma-death Nick Koranda
- [DESIGN] Perma-death cruise
- [DESIGN] Perma-death Damion Schubert
- [DESIGN] Perma-death cruise
- [DESIGN] Perma-death Dana V. Baldwin
- [DESIGN] Perma-death Steve "Bloo" Daniels
- [DESIGN] Perma-death cruise
- [DESIGN] Perma-death Steve "Bloo" Daniels
- [DESIGN] Perma-death Jeffrey Kesselman
- [DESIGN] Perma-death Tess Snider
- [DESIGN] Perma-death Cory Cohen
- [DESIGN] Perma-death Matt Chatterley
- [DESIGN] Perma-death Craig Huber
- [JOBS] Areae hiring Raph Koster
- [DESIGN] Perma-death Phillip Lenhardt
- [DESIGN] Perma-death Jeffrey Kesselman
- [DESIGN] Perma-death Jeffrey Kesselman
- [DESIGN] Perma-death Tess Snider
- [DESIGN] Perma-death Jeffrey Kesselman
- [DESIGN] Perma-death Tess Snider
- [DESIGN] Perma-death Jeffrey Kesselman
- [DESIGN] Perma-death Dave Scheffer
- [DESIGN] Perma-death Dana V. Baldwin
- [DESIGN] Perma-death Dave Scheffer
- [DESIGN] Perma-death Matt Chatterley
- [DESIGN] Perma-death cruise
- [DESIGN] Perma-death Caliban Darklock
- [DESIGN] Perma-death cruise
- [DESIGN] Perma-death Dana V. Baldwin
- [DESIGN] Perma-death cruise
- [DESIGN] Perma-death Caliban Darklock
- [DESIGN] Perma-death Dana V. Baldwin
- [DESIGN] Perma-death Peter Keeler
- [DESIGN] Perma-death Dana V. Baldwin
- [DESIGN] Perma-death Peter Keeler
- [DESIGN] Perma-death Jeffrey Kesselman
- [DESIGN] Perma-death Peter Keeler
- [DESIGN] Perma-death Michael Chui
- [DESIGN] Perma-death Soy weiser
- [DESIGN] Perma-death Ammon Lauritzen
- [DESIGN] Perma-death Jeffrey Kesselman
- [DESIGN] Perma-death Ammon Lauritzen
- [DESIGN] Perma-death Dana V. Baldwin
- [DESIGN] Perma-death John Buehler
- [DESIGN] Perma-death Hans Häggström
- [DESIGN] Perma-death cruise
- [NEWS] Sigil / Vanguard fallout ... the ex-employee interview Adam Martin
- [NEWS] Sigil / Vanguard fallout ... the ex-employeeinterview Morgan Ramsay
- [NEWS] Sigil / Vanguard fallout ... the ex-employee interview Sean Howard
- [NEWS] Sigil / Vanguard fallout ... the ex-employee interview Adam Martin
- [NEWS] Sigil / Vanguard fallout ... the ex-employee interview Caliban Darklock
- [NEWS] Sigil / Vanguard fallout ... the ex-employeeinterview Mike Rozak
- Fwd: [NEWS] Sigil / Vanguard fallout ... the ex-employeeinterview Adam Martin
- [DESIGN] Mechanical support for socializer playstyles Ian Hess
- [TECH] Creating games with Worldforge Roger D Vargas
- [TECH] Creating games with Worldforge Alistair Riddoch
- [TECH] Creating games with Worldforge Roger D Vargas
- [TECH] Creating games with Worldforge Tess Snider
- [TECH] Creating games with Worldforge Roger D Vargas
- [TECH] Creating games with Worldforge Lachek Butalek
- [TECH] Creating games with Worldforge Tess Snider
- [TECH] Creating games with Worldforge Roger D Vargas
- [TECH] Creating games with Worldforge Tess Snider
- The Merits of Text Chat (Was: Importance of emoting) Michael Hartman
- The Merits of Text Chat (Was: Importance of emoting) Matt Chatterley
- [Design] Alternatives To Advancement Systems (was Food in MMOs) Caliban Darklock
- [DESIGN] Essence of a MMO (was 4Cs) Dana V. Baldwin
- [DESIGN] Essence of a MMO (was 4Cs) Caliban Darklock
- [DESIGN] Essence of a MMO (was 4Cs) Sean Howard
- [DESIGN] Essence of a MMO (was 4Cs) Dana V. Baldwin
- [TECH] Server Side Scripting Roger D Vargas
- [TECH] Server Side Scripting Caliban Darklock
- [TECH] Server Side Scripting Richard Tew
- [TECH] Server Side Scripting Ammon Lauritzen
- [TECH] Server Side Scripting Jeffrey Kesselman