Maslow

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  • GDC Europe 2012: Funcom's Morrison says focus on the why, not the what

    by 
    Matthew Rossi
    Matthew Rossi
    08.15.2012

    MMOs as a rule tend to have a focus on providing content for us, the players. It makes sense; they want us to play their games, so they give us as much stuff to do as possible so that we'll keep playing. But why do we want to do that stuff in the first place? Craig Morrison, creative director at Funcom Montreal, posed that question at his GDC Europe talk, saying that MMO design needs to shift to consider that option. Gamasutra covered what he has to say: "Everytime a player logs in, they need a 'why'," noted Morrison. "What we really need to be thinking about is the why -- it's the bit that we don't really consider enough. Players need a reason to be playing it. What is motivating them?" Referencing both Maslow's hierarchy of needs and Simon Simek's work on motivation, Morrison's talk ranged from discussing how games go wrong by focusing on only one kind of player to encouraging the development and fostering of community. "Unless you expose the players to the community and encourage community interactions, there's not that much difference between your game and a single-player game," he opined.

  • Waging WAR: Taking the stand

    by 
    Greg Waller
    Greg Waller
    09.11.2010

    In this installment of Waging WAR, Greg makes it personal and sticks up for himself and Warhammer Online: Age of Reckoning. He draws his sword and board, holds the line, and explains in no uncertain terms why he still enjoys the game. Recently, a few readers have suggested that my columns have essentially been slanderous. And while I'll admit that my writing about WAR hasn't exactly been all kittens and rainbows, imagine if it were. Would you be able to take me seriously if every week I came across as though I were a starry-eyed, adoring fan wearing rose-tinted glasses and playing the game through an internet connection made out of candy? Although I recognize my responsibility for the game as a relatively well-exposed writer, I also recognize the ability of my readers to think critically about the things I say and to avoid knee-jerk reactions to the first sentence that doesn't exactly fit with their particular jigsaw puzzles of expectations. The simple truth is that, like many of you, I am simply a long-term player who cares very much about the future of WAR. I am affected by the same things that you are when you get frustrated by the games you care for. Sometimes, that care becomes concern or frustration. Sometimes, the truth hurts. Either way, all I ask is that if you choose to read this week's column, stick around to the bitter end, and save your comments until then. So, in my defense, I'll take the stand and try to explain why I still enjoy the game, regardless of my recent frustrations.