don-daglow

Latest

  • GDC Europe 2012: Designer says American gamers can't handle failure

    by 
    Jef Reahard
    Jef Reahard
    08.15.2012

    Game designer Don Daglow turned a few heads while participating in a GDC Europe panel this week. The industry veteran and co-designer of AOL's 1991 Neverwinter Nights MMORPG said that Americans don't deal well with failure, particularly in gaming. "The idea of failure has been dramatically reduced," Daglow said, before going on to opine that this stems from an educational system where failure has been removed from the curriculum. He also said that many gamers blame their failures on the game itself instead of analyzing their mistakes and trying again.

  • Industry vet Don Daglow on how failure is a tough sell for American gamers

    by 
    Richard Mitchell
    Richard Mitchell
    08.14.2012

    Americans, according to Don Daglow, have trouble with failure, especially when it comes to their games. He should know, he has an impressive resumé, dating all the way back to the Intellivision and the early days of Electronic Arts and extending through the likes of the original Neverwinter Nights. Daglow directed his comments to developers during a panel at GDC Europe, exposing just one of the facts about American culture that baffle European game designers.While traditional education systems teach students to try to succeed and learn from their failures, he said, the American education system has evolved to the point that failure has largely been removed from the equation entirely. "The idea of failure has been dramatically reduced," he said, noting that American students don't "fail." Rather, they are "challenged," a concept that Daglow believes European developers should keep in mind when trying to design games that will succeed in the American market.The concept of failure as an inducement to try again and succeed is difficult for many Americans to accept. Many will blame their failure on the game itself, instead of recognizing their mistake and trying again. The key to breaking through to an American audience, he said, is encouragement, individuality and grabbing the player's interest as quickly as possible. "If you think of the best James Bond movies, the first ten minutes is an experience all unto itself. You're on this joy ride," he said, "don't wait to entertain people."On the bright side, once you do grab a player's interest, the habits of Americans and Europeans are practically identical. Once a player enjoys a game, said Daglow, they will stick with it despite their cultural leanings – and their abject failures.

  • The Game Archaeologist and the Nights of Old Winter

    by 
    Justin Olivetti
    Justin Olivetti
    11.23.2010

    Here's a question for you: How much do you really, really have to love a game to pay $8.00 an hour to play it? Considering how much we tend to whine about a flat $15/month fee, I'm guessing the answer is, "Only if it loved me long time." And yet, in 1991 this wasn't considered crazy extortionist practices -- it was dubbed "Being a pioneer." While online RPGs were nothing new by then, nobody had tackled the jump from text-based RPGs (MUDs and BBS doors) to graphical games due to the technology (limited modem speeds and access) and funding involved. It took the efforts of a Superfriends-style team to make this happen with Neverwinter Nights: Stormfront Studios developed the game, TSR provided the Dungeons & Dragons license, SSI published it under its Gold Box series, and Aol handled the online operations. Thus, 19 years ago -- six years before Ultima Online and 13 before World of Warcraft -- the first multiplayer graphical RPG went online and helped forge a path that would lead to where we are today. With only 50 to 500 players per server, Neverwinter Nights may not have been "massively," but it deserves a spot of honor as one of the key ancestors to the modern MMO.

  • No more winter nights for Stormfront Studios

    by 
    Samuel Axon
    Samuel Axon
    04.02.2008

    Bay Area game developer Stormfront Studios is closing its doors after 20 years of operation.This is an unfortunate turn of events in the video game industry -- especially the MMO sector -- because in 1991 Stormfront produced the very first graphical online RPG, Neverwinter Nights. The company was helmed by Don Daglow, an esteemed developer who created arguably the first ever computer RPG. That game was called Dungeon, and it operated on the PDP-10 mainframe in the mid-late 1970s.We're sad to see a studio of such pedigree go. We just waxed nostalgic about Neverwinter Nights on Monday, so we're a bit shocked to see the group behind it bite the dust. NWN was shut down long ago, but its influence -- and therefore, Stormfront's influence -- is undeniable. It was even even honored at the Tech & Engineering Emmy Awards in January. We wish Daglow and the other folks at Stormfront success in whatever lies ahead for each of them.[Via Joystiq]

  • Video game giants awarded at CES 2008

    by 
    Kyle Horner
    Kyle Horner
    01.08.2008

    Several video games and their respective creators were honored at the fifty-ninth Annual Technology and Engineering Emmy Awards at CES 2008 in Las Vegas. The awards spotlighted some of the most groundbreaking titles in development of massively multiplayer online graphical role playing games as well as user generated content or game mods. The winners of the first category for development of MMORPGs were Sony Online Entertainment for Everquest (Laura Naviaux), Blizzard for World of Warcraft (Mike Morhaime) and AOL/Time Warner for Neverwinter Nights (Don Daglow).And the winners of the second category for user generated content/game modification were EA for Pinball Construction (Bill Budge), Id Software for Quake (John Carmack) and Linden Lab for Second Life (Philip Rosedale).Pictured from left to right: Daglow, Budge, Carmack, Naviaux, Rosedale, MorhaimeWe really only have just one thing to mention. If you're the representative of a multi-billion-dollar international corporation like Activision Blizzard, shouldn't you consider something other than raiding your dad's closet for a 1970's brown polyester suit? Although, only really rich people can afford to look broke, because they buy good stuff and wear it forever. So when Mike got it, it was probably very chic... in the 70's.