Ryan-Shwayder

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  • Jukebox Heroes: Meridian 59's soundtrack

    by 
    Justin Olivetti
    Justin Olivetti
    01.07.2014

    There's a lot of general distaste and dislike out there for video game music that comes in MIDI or chipset form. Many gamers have simply never really experienced eras when the sound for computers and consoles were limited in such ways, so to go back to listen to them seems downright painful. For MMO players, there are only a handful of games that came out during the MIDI era, and pretty much all of them have since updated to MP3 versions. Yet I have a fondness for older-style game music. I agree with what Ryan Shwayder once wrote when he said, "I think MIDI composers had to become masters of capturing the real core or heart of what made a song feel right. They had to take a minimalist approach to the song because they had a limited number of channels and potential sounds to work with. And it is my belief that some of the best creative works come out when an artist has to work within constraints." That said, most of Meridian 59's soundtrack out there is of the remastered variety, so that's what we'll be listening to today. By the way, the original soundtrack by Composer Gene M. Rozenberg is available on the official website for free!

  • Ryan Shwayder revives MMO lessons series

    by 
    Justin Olivetti
    Justin Olivetti
    06.13.2012

    Former 38 Studios designer Ryan Shwayder is using his time off to work on his personal blog and share his perspective as a developer. He's revived a series from years ago called MMO Lessons, adding the 37th and 38th entries over the past two days. His 37th lesson is to create memorable moments. "It is impossible to make every adventure in your game memorable, exciting, and unique," Shwayder writes. "But you can create incredible moments for your players and purposefully distribute them throughout the experience so players experience highs as they play the game." Shwayder also defends kill quests but says that they usually need context or a twist to keep them fresh and fun: "Kill quests get a bad rap, but there's nothing inherently wrong with them."

  • Three things official/unofficial forums can and can't do

    by 
    Brooke Pilley
    Brooke Pilley
    02.07.2009

    Ryan Shwayder, a game designer for 38 Studios, recently put in his two cents on the official vs. unofficial forums argument. He originally called official forums a necessary evil but when prompted by Warhammer Alliance forum administrator, Garthilk, to name three things official forums could do that unofficial forums couldn't, he changed his tune a bit. In a response post, Blackguard (aka Ryan Shwayder), commented that both forum-types were necessary and neither actually evil. He then listed off three things official forums could do that unofficial forums couldn't. To bring some balance, he also listed three pros of unofficial forums. Ryan believes official forums have a leg up on developer-to-player communication, ownership (the forums won't close if admins lose interest), and integration with official web tools and in-game features. Alternatively, unofficial forums have a leg up with less restrictive codes of conduct, a stronger focus on micro-communities, and feature innovation through creativity. Some of the commenters on his post shared a sentiment that they would like to see official forums focus more on developer-to-player communication and technical support, while the unofficial forums focus more on class forums and creative discussion. What are your thoughts?We recently had a chance to interview both WHA and IGN regarding Mythic's official forum announcement and we will share that with you early next week.

  • WAR's Public Quests get called anti-social

    by 
    Kyle Horner
    Kyle Horner
    09.11.2008

    Ryan Shwayder has posted a short rant on why he feels Warhammer Online's Public Quests are anti-social. His reasoning behind the claim comes down to the notion that because players can be jerks, they'll always act the role. We're apt to not subscribe to the idea that everyone online become dissenting human beings, because if that were true than every MMO's social aspects -- which is all of them -- wouldn't ever work.We're not saying that PQs are perfect, but they're hardly breeding grounds for total infantile behavior. These are a new form of PvE and they're going to take some time for Mythic to work out the kinks. We're also inclined to mention that nobody wants to play with people who take every chance they get to screw someone over. Even with anonymity in play, people will still remember someone who was going out of their way to be a real pain in the neck. Did you enjoy this? Make sure to check out all of our previous Warhammer Online features, and don't miss any of our ongoing coverage as Massively goes to WAR!

  • PvP servers are an unstoppable force

    by 
    Chris Chester
    Chris Chester
    06.17.2008

    If you happen to run into him, don't tell him we said this, but we keep very close e-tabs Ryan "Blackguard" Shwayder, following him around forums and checking his blog rather frequently. It's not that we have some unnatural affection for the man (although we do), it's more of a professional curiosity. We're watching and waiting from the shadows for the day when Ryan will perhaps have a bit too much to drink and sit down at his computer and finally dish all the details for 38 Studios' top-secret project, for which he is both a game designer and community manager.In the latest post on his blog, Ryan notes the overwhelming acceptance of PvP servers not only in World of Warcraft, but in the recently released Age of Conan as well, with over 50% adoption in that case. They've gone from begrudged niche in some cases to being as necessary for a sustained end-game as raiding or crafting. Specifically, Shwayder notes, "Now that it's clear there is money in PvP and it's not niche, I'm betting we start to see some high-budget PvP MMOs soon." Is that right? High-budget PvP MMOs in the future? Like, we don't know... Copernicus?

  • April Fools' on Nerfbat: Shwayder forming 10-man studio

    by 
    Chris Chester
    Chris Chester
    04.01.2008

    Ryan Shwayder has apparently decided that typical development studios are simply too cumbersome, so he's looking to start his own studio and, taking a cue from Blizzard, reduce the business model from raid-sized to the much friendlier 10-man format. Evidently, this will help keep development costs well under the $1 billion mark recently cited by Activision's Bobby Kotick as the magic number it would take to dethrone WoW. The new studio, known as Mad Alchemist, is already hard at work designing a project code-named Vernal Equinox, which will be the culmination of their minimalist design philosophy.Of course, if you want to tighten that belt, you have to lose some fat. Consequently, Shwayder's team had to cut some features from the Vernal Equinox design doc in order to accommodate their design philosophy. Since players always have so many complaints about things like the level grind, gear acquisition, class balance, and things like that, they're going to do away with them entirely. In fact, because downtime can also be so frustrating for players, they've decided to do away with multiplayer entirely. Vernal Equinox will be the first offline MMO!We've got to give props to Ryan for delivering one of the first April Fools' blog posts today to actual make this blogger chuckle.

  • Those men aren't *all* chicks

    by 
    Michael Zenke
    Michael Zenke
    03.09.2008

    The recent announcement of research results into cross-gender play in Massive games has prompted some criticism from MMO industry heavyweights. We mentioned in our original post on the study that there was a disparity between the research done and the coverage of that research in the resulting Inquirer article. Veteran designer Richard Bartle has the best analysis of the journalism surrounding the article; his disassembly of the Guardian article about the report is extremely thorough. Jeff Freeman (of the Mythical blog) follows up with further discussion of the original paper - noting that it can barely be described as research. Sarah Jensen Schubert, in a comment on Raph Koster's blog, summarizes Freeman's frustration well: "They surveyed 119 self-selected participants, largely recruited from the Allakhazam off-topic forums. I think it's crap." As a closing thought, Ryan Shwayder's 'rant' on this subject is worth reading as well. He takes a humorous look at some of the suppositions made by hand-wringing journalists and his own playstyle.What do you make of all this? We've previously explored cross gender play among the readers of this site, but it's worth revisiting in the face of all this misinformation. How prevalently do you see this behavior in your gaming - and why do you do it?

  • 38 Studios using BigWorld to make its big world

    by 
    Samuel Axon
    Samuel Axon
    02.27.2008

    What do you get when you get when you combine a major league baseball player (Curt Schilling), a famed fantasy author (R.A. Salvatore), and a great comic book guru (Todd McFarlane)? You get 38 Studios, and 38 Studios is working on a new MMO codenamed "Copernicus."Now the studio has licensed the BigWorld engine for Copernicus. Since the game is at a very early stage of development, we know very little about it at this point, except that its prestigious managers are optimistic about its future. Reps from both 38 Studios and BigWorld made nondescript statements saying things like, "BigWorld provides the most proven, robust, and technically solid game engine available," and "we are thrilled to be working with such a professional and talented group of game developers." Good for them!Brett Close described the rationale behind the choice in greater detail in an interview with Ten Ton Hammer. Excellent server-side tech and tools that will help the team get the game to market as fast as possible were the given reasons.

  • Time, time, time is on the designer's side

    by 
    Chris Chester
    Chris Chester
    02.06.2008

    Taking a break from his recent infatuation with updating the back-end of his website and rattling his plastic saber at Moorgard, Ryan Shwayder has posted a new rant that gives his perspective on the pervasive, though oft-bemoaned, time-sink quest. You know the one -- that fed ex quest where you're sent to an NPC fifteen or twenty minutes away, click through a few windows of text, then run back for your piddling little reward. Ryan argues that while those quests certainly have their place, especially when it comes to introducing and endearing players to new zones, in excess they make for very dry and mundane gameplay.I take Ryan's point, but I still think there's more to the issue. He says that while filling up a game with fun content is difficult, it can be done without artificially extending the durability of the content. Perhaps my perception is limited by experience, but it's hard for me to imagine an MMO that doesn't rely substantially on wasting time to spread out the rewards and keep gamers coming back time and again. Part of what makes accomplishments in MMOs so much more profound is the sheer volume of time it often takes to complete them. Without that commitment, would these accomplishments mean as much? Would getting Anathema/Benediction on my Priest way back when have meant as much if I could have farmed for it for a couple days? I doubt it.

  • The Nerfbat forums have returned!

    by 
    Krystalle Voecks
    Krystalle Voecks
    01.03.2008

    For those of you who have been around the MMO block, this is undoubtedly some welcome news. Of course, for those of you new to the world of MMOs, but who just love the genre (like we do) this is a great announcement! Ryan "Blackguard" Shwayder, game designer for 38 Studios and custodian of the Nerfbat, has re-opened his Nerfbat forums! Originally opened in 2006, they've been re-imagined for 2008. With recent topics ranging from talking about Alts, if MMOs on Consoles and PC are able to be equally good, and other tasty poll tidbits, this is sure to be a great place to get your discussion on with other MMO fans and fiends. Added on top of that, Ryan says that he'll also periodically be putting out more "Tales from the Tavern" posts, highlighting the hot topics from the Nerfbat forums. This is especially useful if you like to read along, but just don't have the time for another forum right now. Either fully immersive or bite-sized, you can't beat a good discussion. We'll see you there!

  • Confronting the grind (and finding it in ourselves)

    by 
    Mike Schramm
    Mike Schramm
    11.29.2007

    Ryan Shwayder pointed us to this fun little rant he posted on that most nefarious of MMO subjects: "the grind." Yes, the grind, that mythical beast that lies at the bottom of every MMO, slowly sucking the fun out of it. Wait, "mythical"? That's right-- Shwayder says that there is no grinding in MMOs. That constant, repetitive killing that you do to push your character to higher equipment and levels? That, my friend, is what you bought the game for.An interesting point, and in a sense, he's right-- the only RPG I've ever played without a little repetitive grinding is actually Progress Quest (and if you're in on the joke, you know you don't actually play that game at all). It is true that "the grind" only rears its ugly head not when players are signed in and playing the game, but when they're out of game, and looking at all the stuff they need to do to wield that +5 sword of boar slaying. In a good game, actually grinding is actually fun.Then again, we are only human, and there is so much boar killing you can do before you decide to move on. And since playtime is more and more at a premium, there's nothing wrong with developers making something that previous required 100 boars killed to require only 50, and create a whole other reward for those other 50 boars. But Ryan's also right in saying that the grind is mostly in our heads-- if we got everything we wanted right away, there'd be no reason to play the game. "Grinding" to the highest levels is what playing most MMOs is all about.