immersion-rules

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  • MMO Blender: Using older MMOs to build a perfectly paced world

    by 
    Beau Hindman
    Beau Hindman
    09.14.2012

    One of the issues I have with so many modern AAA titles is that when I play them, I immediately feel forced through a series of noisy and chaotic moments. I know that these tutorials are supposed to make me feel as though I am stepping into a sort of world-on-fire, but to me it just feels like a mess. RIFT is a great game, truly, but every time I want to start a new character or try the game out again, I dread going through the annoying tutorial. It's so demanding. It grabs my hand and pulls me through a linear series of non-discoveries. Now, this might just be my fading gamer memory, but I distinctly remember how it felt to be dropped off in the middle of nowhere in an MMO. While there are a few modern titles like Wurm Online that basically do the same thing, the mystery and immersion of those first few levels in most major MMOs has been replaced by sheer noise. I don't like it. Good pacing is a wonderful thing. If it's tweaked just right, players feel immediately invested in a world even while feeling completely lost. I'd like to make this week's dream MMO using those older-game designs. It's time to slow down.

  • The Soapbox: The road (much) less traveled

    by 
    Beau Hindman
    Beau Hindman
    04.26.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Normally, this column is reserved for some pretty big discussions. This time, however, I would like to talk about one of my specific pet peeves in MMO gaming, or at least one of the problems that I am very interested in solving. If you have ever taken a stroll down a dirt road in your favorite digital world, or if you have found yourself literally taking the long way home, then you might know what I am talking about. Players similar to me really and truly do not care about impressing other players or about how those other players are trying to impress me. When I log into a virtual world, I want to simply meet people and possibly go on an adventure. The problem is that MMO gaming, like any other activity that humans participate in, has become a hobby with rules and proper guidelines on how to get it all done very quickly. What about taking the time to travel, though? What about "it's the the journey, not the destination?" No, I mean the journey -- literally. Join me past the cut and let's talk about the need for realistic travel.

  • Free for All: Revisiting the rules of immersion

    by 
    Beau Hindman
    Beau Hindman
    12.01.2010

    Years ago, I found myself wanting something more out of my gaming. I never was a "typical" player; I never achieved max level or defeated the greatest enemies. After some thought, I realized that I played the same as I lived: always curious, needing to explore, willing to step into someone else's story, or wanting to create my own. I needed games to mean more than just a stat-sheet or a weekly raid schedule. I needed to feel more connected to this activity that was taking up so much of my time. Otherwise, it was just a job. At the time, I was very much into Vanguard. I still am, but my schedule has left me without enough time to play as much as I'd like. I loved how the world of Telon sucked you in with its massive landscapes and endless waters. Yes, the game has many issues, and yes, the community does as well. I wasn't going to let that stop me from writing up a series of rules -- more like guidelines -- that would almost force myself to slow down, to connect to the character I was playing, and to have fun. I've decided to re-examine and update the rules, especially because I could use them now more than ever. We'll start by breaking down the original set.

  • Free for All: Introducing my trade route

    by 
    Beau Hindman
    Beau Hindman
    06.08.2010

    There isn't a game in existence that will perfectly match every type of player. I have found that even my favorite games of all time could do with some tweaking, which is not the fault of the developer. No game-maker can read our minds, and there will always be limits on technology that will hamper the MMO creative process. But let's not forget the tools that are provided by developers, even within simple games. In almost every game I play, I try to apply some section of the Immersion Rules, a set of guidelines I made a few years ago that dictate how I interact with the world and other players. It's not a rigid set, though, and I am always bending it to a particular game or style. Lately I've been determined to assign my characters, in all my games, some sort of job to make money with. It could be an adventurer, a collector, or in the case of Mabinogi, a trader. This week I wanted to show you how I do it, so that you might find some inspiration to assign your own character a task or two!