moorgard

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  • The Tattered Notebook: Gearing up for SOE Live

    by 
    Karen Bryan
    Karen Bryan
    09.22.2012

    In just a few weeks, SOE fans will gather in Las Vegas for Fan Faire SOE Live. The name change isn't the only thing that's different this year, though. As the convention details begin to take shape, we're finding a lot more questions than answers. In this week's Tattered Notebook, we'll look at some of the changes this year and try to read the tea leaves of what they might mean for fans. We'll look at what's on the schedule, like money and a possible Mobhunter sighting, and also what's not included (but should be).

  • Former 38 Studios dev releases Copernicus video, details player-driven systems

    by 
    Jef Reahard
    Jef Reahard
    08.22.2012

    Stop us if you've heard this one before. Former 38 Studios developer shows us how awesome Copernicus the Kingdoms of Amalur massively multiplayer title would have been, and quality-starved MMO players cry into their beer. In any event, here's another posthumous reveal, this time courtesy of Steve "Moorgard" Danuser's personal blog. Danuser has posted a fly-through video that was originally intended as an in-engine milestone for internal eyes only. Now it's a bit more salt in the wound unless the shuttered MMO's assets ever find their way into the hands of another studio. Danuser doesn't stop with the video, though. He goes into some detail about aspects of the game's design that would have differentiated it from much of the current MMO landscape. There's a lot more I'd like to tell you about the game, such as how our fully planned four-year story arc was driven by player participation. How the theme of choice and consequence permeated our systems, content, and world design. How the choices players made during our chapter-based story arc would cause permanent and lasting changes to each server -- changes that could be different from other servers. How expansions to the game world had already been mapped out and were tied into that chapter storyline, so the world would grow in a very organic and logical way rather than feeling like expansions were tacked onto the core game by a new team that was bored with the work that had been done before. How our storyline had a real conclusion–because you can't tell a great story without an ending. Head past the break for the full video. [Thanks to Syeric for the tip!]

  • Top 5 real life lessons we've learned from MMOs

    by 
    Chris Chester
    Chris Chester
    03.31.2008

    Game designer Steve Danuser, AKA Moorgard, recently posted a musing on his blog where he speculated on the greatest lessons he's learned in all his time playing World of Warcraft. After all, after investing dozens, if not hundreds, of real days into the game, surely he had to have learned something from the experience that was applicable to real life? For Steve, the lesson was, if they look different than you, and speak differently than you, kill them before they get the chance to kill you. While we know hope Steve is kidding, it did get the old gears turning.We've taken up Steve's line of discussion and mulled it over a little bit. What follows is our (mostly) sincere look at the top 5 real life lessons that we've learned from MMOs.

  • The 'high fidelity' nature of MMOs

    by 
    Michael Zenke
    Michael Zenke
    01.02.2008

    Inspired by a few days of dedicated holiday gaming, veteran MMO designer Raph Koster offered up an opinion on the state of modern game development. Playing titles like Call of Duty 4, Halo 3, and BioShock, he notes the 'intense' nature of most of the best-selling titles this year. He then ties this in to a recent Rolling Stone article about the modern face of music. That article discusses the pervasive role of music in America today, and the resulting requirement to 'amp up' the volume to be heard in public places.He directly relates this to the loss of nuanced sound this results in, making a sly dig at the quality of these single-player experiences. IE: by being 'bold and brassy', these titles pale in the realm of quality compared to quieter, more thoughtful titles (like, say, Portal). Steve Danuser, better known as Moorgard, concurs with his assessment. He notes that Massive games in particular are arguments for broader, more varied experiences. While I'm obviously a fan of Massive titles - and very much agree that the breadth of content you can cram into them is one of their strengths - I can't help but think they're missing the point here a bit. I'm willing to agree, generally, with Raph's argument that truly single-player games will eventually be extinct. There's absolutely no reason that BioShock or Mass Effect couldn't have some sort of shared-world or co-op component (CoD4 and Halo 3 already do).That said, I bristle a bit at the notion that the big releases of 2007 have no nuance. Several of these titles, as with MMOs, have enough breadth to allow for more than just one activity. While 'shoot things' is the marquee entertainment in Mass Effect and 'stab people' is the main draw for Assassin's Creed, both have other activities in them; certainly Raph isn't going to sit there with a straight face and say the storytelling in Mass Effect is completely without nuance? Even BioShock, which is fundamentally a shooter, offers moments of quieter contemplation. I found the storytelling-via-voice-logs extremely effective, and made it a point to search out and listen to as many as I could. Where do you fall here? Are console-oriented single-player titles too much flash for you, or do you see possibilities in Rapture's destroyed beauty?