content-designer

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  • Star Trek Online's Dan Griffis departing Cryptic (again)

    by 
    Justin Olivetti
    Justin Olivetti
    06.26.2012

    Star Trek Online Content Designer Dan "Gozer" Griffis announced that he'll be leaving his position at Cryptic Studios to head for another final frontier. The news leaked onto the forums after Griffis told a few friends over the weekend, and the subsequent mood by players has not been pretty. Griffis put it bluntly: "Yes, I will be leaving if a few weeks for a new opportunity. That's pretty much all of it. It has nothing to do with PvP, STO, or Cryptic. It's just time for me to do something different. I had planned on telling everyone on the forums at some point, but probably closer to when I was actually leaving (I'll be here for a few more weeks)." He says that PvP will be transferred to another developer, and he's not going to talk about what's in store for that part of STO. Griffis previously left Cryptic in 2010 but returned shortly thereafter. [Thanks to Don for the tip!]

  • Joel Bylos on building a better Secret World

    by 
    Justin Olivetti
    Justin Olivetti
    06.23.2011

    If you were given the chance to build your very own world from scratch, how would you do it? What would you include? Would it be a world of beauty or dark dreamscapes? And would the inhabitants enjoy their stay or flee in terror? To the team at Funcom tasked with fashioning The Secret World's... world, this isn't a hypothetical question, but a practical one. In a new developer blog post, Lead Content Designer Joel Bylos returns to share a behind-the-scenes view of how a game world is made. Bylos says that there are four aspects to world-building: identifying purpose, research, building flow, and prototyping and production. Because The Secret World takes place on our planet in the here-and-now, the team has a reference point to begin, but layers a "secret history" on top of it. Bylos explains by saying, "This is the history of an area as only a member of The Secret World can experience it; the footprints of the secret societies and their past conflicts; the truth behind the local myths and legends; the echoes of ancient magic and forgotten rituals." Of course, it's one thing to design something what you think is interesting and fun -- it's another to see if it works out in practice. All of this planning on paper is just the first stage of getting it in the game, which Bylos promises will come in an upcoming post.

  • RIFT challenges unwritten rules of the genre in a new dev diary

    by 
    Justin Olivetti
    Justin Olivetti
    01.07.2011

    "There are countless unwritten rules for creating an MMO world that successful designs in past games have impressed upon the entire industry. No monsters on the roads; never stop the player from questing or doing what he plans to do; group content should always be separate from solo content. While I will acknowledge that these sorts of rules of thumb are the guidelines that we designers live by, challenging them is where we have found a lot of success in RIFT." Thus sayeth Will Cook, Trion Worlds' content designer for RIFT. In a new developer diary over at ZAM, Cook explains how challenging stale MMO conventions opened up a whole new world of possibilities for the dynamic content in the game. By allowing enemy invasions to use roads, bosses to conquer quest giver outposts and rifts to pop up unexpectedly, the team was able to make an "anything goes" atmosphere over top the traditional PvE treadmill. One of Trion Worlds' biggest goals, Cook says, is to create "emergent experiences" that are never quite the same twice. Even though such content can be and often is disruptive to players running quests and working on other solo projects, it's proven to be exciting and interesting enough to draw these players in without complaint. Cook thinks that if you give it a chance, you'll get hooked: "You can't help but get carried away in the fun of a living world where you can see the effect of action and inaction."

  • Pirates of the Burning Sea's new NPC archetypes revealed

    by 
    James Egan
    James Egan
    11.26.2008

    The latest Pirates of the Burning Sea developer blog focuses on the title's avatar combat revamp, which we've discussed a bit at Massively in the past. "AvCom Revamp: NPC Archetypes" is written by PotBS Content Designer Bryan Yarrow, aka 'HighLevelMob?'. In it, he introduces the NPC archetypes and the moves and abilities they can employ. "Now, NPCs will debuff you, combo you, set up big finishers, support their allies, and do a lot of other cool stuff as well," Yarrow writes. While the developers didn't want to mire the game in too much complexity, they settled on placing all but two kinds of NPCs into one of six archetypes, with several sub-archetypes within. The differing sub-archetypes represent the specific abilities each NPC uses to fulfill his or her role in that archetype. Yarrow broke the NPC archetype list down as: Defenders: largely focused on the parry stat, but with less ability to dodge. Damagers: high offensive stats allow them to deal out damage, at the cost of less defense. Duelists: high parry and increased offense, but they lack the specialization of either a Defender or a Damager. Duelists possess special abilities, such as a riposte attack combined with a parry. Supporters: alternately strengthen allies or weaken enemies. Brutes: soak up damage, but are easier targets coupled with a reduced parry. Gunners: ranged attackers, with low defense against melee attacks. See Yarrow's "AvCom Revamp: NPC Archetypes" for the full details on how they're changing NPCs in Pirates of the Burning Sea, and more info on roles the various sub-archetypes of NPCs can fulfill.

  • Champions Online content is king for Brian Gilmore

    by 
    Kyle Horner
    Kyle Horner
    07.03.2008

    You'd be right to think that Brian Gilmore -- a content designer for Champions Online -- is an interesting fellow. In fact, you'd probably be right in wanting to play some Champions tabletop with him, too. All in all, we have to wonder what sort of contacts, missions and spawns Brian has been concocting for our most anticipated superhero MMO. Will there be Victorian era zombies wearing Frock coats and Top Hats. What? We can dream!While there isn't any new game information in the article you can find a very cool story about one of Brian's GM (Game Master) experiences with the tabletop Champions game. We're kind of jealous that we'll never get to do battle with "The Demon's Hand" supervillain group. Anyhow, the fact of the matter is that with each of these Meet the Team articles we find out that the group of people working on Champions Online are a pretty unique lot.

  • AO designer says adieu, moves on to The Secret World

    by 
    Samuel Axon
    Samuel Axon
    06.25.2008

    Anarchy Online content designer Nina "Aythem" Sund has been writing developer journal entries over at Ten Ton Hammer for several months, sharing game design wisdom and insider anecdotes with players. Her latest entry had a different tone, though. She used the medium to bid farewell to AO players as she moves on to work on Funcom's next MMO, The Secret World.As a parting gift, she spent the rest of her entry telling fans how they too can become game designers. Hers is good advice if that's an aspiration for you. Unfortunately, she didn't slip out any news or information on The Secret World, which as so far been very, well ... secret. Ten Ton Hammer attached two bits of concept art, though, so savor that!We hope Funcom will continue to support AO even though it now has Age of Conan and The Secret World to worry about, too. Sund was a popular quest designer at AO; we're glad she'll be adding her touch to TSW, but poor AO!

  • Become a professional MetaPlace guru

    by 
    Samuel Axon
    Samuel Axon
    01.15.2008

    Want to work for Raph Koster?If you have some object-oriented programming experience and a "familiarity with game and user-interface design," you may apply for a job as a Content Designer at Areae. If hired, you'll provide the MetaPlace community with game content as well as support and documentation for the MetaPlace toolset. Plus, you'll get to be one of Master Koster's Padawan learners.For those who are unfamiliar with Koster or MetaPlace, Koster was the lead designer of Ultima Online and Star Wars Galaxies. He also worked on some other SOE projects, and wrote the book A Theory of Fun for Game Design. Now, he's helming the Areae project MetaPlace, which is a platform on which users can create their own online games and virtual worlds.[Via Raph Koster]