design-philosophy

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  • The Repopulation discusses design goals after its second Kickstarter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.20.2014

    Six days remain until the second Kickstarter for The Repopulation closes out, and it's already doubled its funding goal. That prompted an interview with Kickstarter Conversations regarding the game's design principles and its second successful funding run. The development team attributed the success to reasonable financial goals and to setting the bar low and expecting to exceed it rather than setting the bar high and struggling. The interview also goes into more detail regarding the game's design goals and how progression will work. As stated before, the game is entirely skill-based, with older characters having a wider variety of skills rather than being inherently better. Grouping is meant to be painless and advantageous rather than mandatory so that there's no disincentive to grouping up with other people while taking on content. Take a look at the full interview for more details, and if it sounds like the sort of development you'd like to support, you still have six days to jump in and help fund the game.

  • Hearthstone promises fewer card changes in open beta

    by 
    Justin Olivetti
    Justin Olivetti
    01.16.2014

    All CCG and TCG players fear "the big nerf" that will change a beloved card, and in turn, an entire deck. However, such changes and tweaks are part of any card game, and in a blog post today, Lead Designer Eric Dodds explained the team's philosophy behind keeping Hearthstone balanced. Dodds said that such changes need to be made when cards cause non-interactive games, are frustrating to play against, are causing confusion, aren't intuitive enough, are too strong compared to other cards with a similar cost, or are too weak. "Hearthstone is at its most fun when you're solving an interesting puzzle each turn," he wrote. "Your opponent's minions, your minions, and the cards in your hand are all pieces to this puzzle, and when your opponent removes parts of the puzzle, it can be less fun to play." Even with these reasons, Dodds promised that the team plans to make "very few card changes" when Hearthstone goes into open beta. "Giving you confidence in your cards and the play environment is very important to us, and each card change we make potentially undermines that confidence," he said.

  • The Realm's game design concepts explained in Kickstarter video

    by 
    Mike Suszek
    Mike Suszek
    05.05.2013

    Atomhawk Design recently updated its Kickstarter page for The Realm with a new video explaining the game's design details. The video shows the game's designers elaborating on their inspirations for The Realm, including aspects of popular point-and-click adventure games the team avoided in creating the game, such as deep inventory management. Members of the Atomhawk team also describe the ways that the game's two main characters, a girl named Sarina and her golem friend Toru, interact to solve puzzles. The Realm has 16 days left in its Kickstarter campaign to reach its goal of £195,000 ($297,000), of which the developer has currently raised £50,497 ($78,593).

  • Dig through the sand(box) in the latest Camelot Unchained devblog

    by 
    Matt Daniel
    Matt Daniel
    03.13.2013

    Camelot Unchained continues its foundational principles series of dev blogs with entry number 11, in which Mark Jacobs talks about what exactly constitutes a sandbox game and the philosophy behind the sandbox elements in Camelot Unchained. He starts off with a clarification that "CU is not a true sandbox MMORPG" because "a true sandbox MMORPG would allow the player to build out his stats, skills, alter the world, etc. without most of the fixed conventions and limitations that are found in CU and most other RPGs." Regardless, Jacobs believes that his studio "can learn from and adapt the concept of [sandbox games]." Jacobs goes on to talk about how and where he decided to implement traditionally sandboxy elements into Camelot Unchained and where he decided it was best to go a different route altogether. For instance, he argues that "in a true SBRPG a player's actions within the game would dictate evolution and progression." Jacobs claims that while CU earns some "sandbox points" because of its relatively unrestrictive class system, it loses some simply because it utilizes a class system. He spends the rest of the post running through the game's list of features and explaining the rationale behind the sandbox elements (or lack thereof) in each one, so if you want to get into the nitty-gritty of Camelot Unchained's sandboxiness (which is now a word), settle in and read the full post at the game's official site.

  • WildStar's Jeremy Gaffney discusses sandboxes and themeparks

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.26.2012

    While WildStar has been offering a lot of previews to eager fans, that hasn't stymied player questions. It's been known for some time that the game aims at being a sandpark-style game, midway between themepark and sandbox principles, but what does that mean in execution? Executive producer Jeremy Gaffney penned a piece today responding to player discussion on the topic and explaining how the team at Carbine Studios is trying to offer something for everyone. Gaffney explains that the team wants to ensure that players aren't lost or unsure of what to do next while at the same time not keeping the entire game on rails. The main method of doing this is by having coherent quests and missions coupled with more spontaneous content dependent on the state of the zone -- so while there might always be a quest hub to the north, more dynamic events are roaming to the south that you won't always encounter. Read the full article for more on the game's content layout and the importance of zone-by-zone player feedback.

  • Raph Koster wants to know why we can't all just get along

    by 
    Elisabeth
    Elisabeth
    07.06.2012

    Raph Koster, MMO guru and erstwhile creative director of Star Wars Galaxies, has had it up to here with you people and your intolerance of one another. Yes, you, game designers. In a recent blog post, Koster makes shame carrots at those on both sides of the science-versus-humanities schism in the game design community. He states that people on either side of the spectrum can be right and that there's room for both emotional value and scientific fact in games. Too many people, he says, are entrenched in their viewpoints, and that makes progress more difficult for everyone. The result is an abundance of "hipstery, self-indulgent, artsy, self-referential, slight, pretentious work all over the place that people are claiming as the One True Way or the best way to push the boundaries of the field." Koster says that rather than fiercely defend a specific type of game design, designers need to embrace a both/and mentality, in which multiple viewpoints and approaches are accepted as valid and worthwhile. Narrative designers should try making a game with nothing but counters and dice and no story. System designers should try making a game that is about telling a story. While we're at it, the world should really learn how to sing in perfect harmony.

  • WildStar's Troy Hewitt talks about the game's design philosophy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.13.2012

    It's likely to be a while longer before anyone gets to lay hands on WildStar's beta, much less the finished game, but there's still a lot to look forward to. A recent interview with producer Troy Hewitt might help salve a bit of that anticipation as Hewitt discusses the game's design philosophy and content systems. As he explains, Carbine Studios embraced the idea that players should be allowed to play how they want, when they want, and with whomever they want. This extends to the game's content at multiple levels; Hewitt explains that solo and group content shouldn't be at odds, that even people who prefer to level and play solo are still enjoying the fact that they experience a persistent world with other players. There's also a lot of talk about players crafting their own stories as they explore the game world, something augmented by the game's split between different player types. Take a look at the full interview if you're following the game avidly, as there are plenty of interesting tidbits -- even if you might have preferred a release date.

  • Trinkets: Hard to get, and Blizzard likes it that way

    by 
    Fox Van Allen
    Fox Van Allen
    01.29.2010

    Any caster worth their salt can remember the frustration involved in trying to nab the elusive Illustration of the Dragon Soul trinket from Sartharion in the Obsidian Sanctum. We tried everything we could to get it, from creating our own melee-heavy raid groups, to participating only in "3D zerg" runs hoping that participants would be too over-geared to want it, to participating in Less Is More achievement runs just so there would be less competition for it. Towards the end of the Patch 3.2 days, people would run OS25 once a week just to try and get that one trinket. Most weeks, it wouldn't even drop. When it did, you'd have to beat a good twelve or thirteen people in a roll for it. The Illustration was so valuable (1) because it was a darn good trinket with gobs of spell power, and (2) it seemed impossible get it -- or any good trinket, for that matter. You can still head to Dalaran and buy trinkets with emblems, like the Talisman of Resurgence, but their use is painfully specialized and their value is often less than trinkets you can find in lower level heroics. It turns out that good trinkets are hard to find for a reason: Blizzard like it that way. Bornakk at the official World of Warcraft forums wrote today: "Trinkets are really the one item (weapons are to a lesser extent) that we use to try and capture that old slot machine feel from the classic Molten Core days. Yes, completely random loot with huge loot tables can be frustrating but we are pretty far from being completely random these days. Trinkets however are still somewhat random, they can be hard to acquire, and there is often a lot of competition for them."

  • The Queue: Waterfalls

    by 
    Adam Holisky
    Adam Holisky
    06.08.2009

    Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Adam Holisky will be your host today. There's a bunch of good questions in today's Queue: gold cap (including a little extrapolation by yours truly), boss level hit cap design, and voicing of a certain King of Stormwind.(In my Casey Kasem voice) As for today's reading music, take a listen to the 1990's classic by TLC, Don't Go Chasin' Waterfalls. They totally turn into water elementals too, around 3:40 in the video.Outdps asked..."Is the gold cap per character or per account? Is there a gold cap for guild banks?" Bonus question: "What should the gold cap be?"

  • The evolutionary design of Arena gear

    by 
    Zach Yonzon
    Zach Yonzon
    03.22.2009

    When we reported on MMO Champion's sneak peek at the new Furious Gladiator gear, you might have found that new Arena sets were somewhat familiar. They should be. Arena Season 6 item sets are slight variations on a theme. Most of the pieces are recolored versions of the Season 5 multi-tier sets, but the head and shoulder pieces are entirely new models.What many players who don't like the sets seem to miss on is that this is something entirely new in the game. Blizzard has always done recolored versions of armor, but this is the first time by my reckoning that they have done evolutionary tier gear. [EDIT: This isn't entirely true. Reader Suzaku pointed out that the leather armor from Level 60 PvP sets evolved. My bad on missing out on that.] When I first encountered Blizzard's new multi-tiered PvP gear system, I was apprehensive about the next season's gear because I was afraid it would be difficult to match pieces visually. Arena gear had, prior to Season 5, been mere recolors of PvE raid sets, so there was no contuity from the one season to the next.The problem with that was upgrading from one season's set to the other created visual clashes. As much as we like to min/max, PvPers like to look good, too. Enter Season 5 and the multi-tier gear system. There were three different sets of gear but all of them melded seamlessly into the other, with minor discrepancies in color. The introduction of an entirely new set of gear with completely different designs in Season 6 would have invalidated not just one but three sets of gear. However, the new design philosophy builds upon the older models, evolving -- as Alex put it -- like Azerothian Pokemon.

  • The Care and Feeding of Warriors: A short intermission

    by 
    Matthew Rossi
    Matthew Rossi
    09.19.2008

    In all the talk about the beta, about nerfs and buffs to the class, about design philosophies and alterations to talent trees it can be pretty easy to lose sight of the class as a living entity. The other day, while trying to level my night elf warrior on test in the face of the 132 error (I'm pretty sure my drivers are up to date, but I'm going to check to make sure after I get done writing this) a friend asked me why, since I'm almost always tanking, I'm so concerned about the fury and arms trees and their upcoming viability."You never DPS. You're always tanking. So what if fury and arms aren't as good?"I had a hard time answering this until I logged onto my old Horde server and talked to Elle, a friend of mine who plays a warrior. Elle has never played prot spec seriously, doesn't like tanking. A discussion of the state of the various trees made her unhappy, and she made the point that even if prot were capable of good DPS, it wasn't a playstyle she wanted for her warrior. This makes sense to me: she's always leveled as fury or arms, generally, and she's done so in a guild with at least two serious, dedicated tanks around most of the time. The thing about tanking is, you only need so many. In a guild that fields at best a 10 man raid by itself, two or three tanks is plenty.With paladins, druids and DK's as well as warriors, that's four tanking classes, all of whom are expected to be viable for trash, offtanking and MT positions. Warriors are one of the most played classes in the game, so it's clear that with four tanking classes not all members of these classes are going to be tanking. And two of those classes can only DPS or tank, there's no healing DK or ranged caster DPS warriors.