In last week's Ask Massively , we discussed some of the lessons learned from "Old School" MMOs and how they have been applied to newer games in the genre. This week, we're going to go into more detail about one area in particular.It's time to take out the yard trash.Yo Massively!You mentioned, last week, that games should strive for balance between "accessibility" and "challenge". Since you set yourself up for it, and even promised to write about it in a future column, can I get credit for asking the question "What is 'challenge' in an MMO?" I just want to see my name in lights, so to speak. Chicks dig famous people, and Massively is my ticket to Internet stardom! -Llamas NotsheepWilliam Hung. Adam Carolla. Ric Ocasek (obscure 80's references FTW!)If those guys can "score babes" just for being famous, then I guess I can help Llamas out here. Lord knows he needs the assistance. Of course, if you really think appearing in this column is your "ticket to Internet stardom", let's just say that it's a lot cheaper for me to be flattered than it would be to give you prescriptions for all of the drugs that you so clearly need. With a name like Llamas, I'm fairly certain that your issues stem much further than the merely pharmacological.Now that we have skirted close to the event horizon of "getting off the subject", let us take a gut-wrenching pull back on track and discuss "What is 'challenge' in an MMO?" Challenge can take several forms, each with their own benefits and drawbacks. A good dungeon, and by extension a good game, will combine these forms without relying too heavily on any one type of challenge. We will discuss examples of games or even individual dungeons that lean too much on one type of challenge and show how that can adversely affect the player experience.
By Kevin Stallard
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