game-design

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  • Crowfall details starting, finishing, and resetting by Hunger

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.02.2015

    The latest development blog from Crowfall establishes a problem. The nature of any sort of permanent game is to fall into stagnation. Eventually, the most powerful players control everything and there's no room for new people to come in. You want room for new people to come in. But you also want to have long-term effects to what takes place in the game rather than just resetting everything as the game approaches a static state. What's to be done? According to the aforementioned development blog, you reset... but by pieces. At the center of Crowfall's design lies a cycle of birth, corruption, and demise. Characters remain, but as they participate in individual campaigns of the game there's space for players to make a lasting impact on the game world. But the continual destruction of each campaign as certain players "win" ensures that there's always space for something new to happen, that no one ever becomes unassailable in every sense. Take a look at the full post for a clearer picture of how the game intends to keep players engaged by periodically wiping the board clear of pieces.

  • The Daily Grind: What constitutes a 'niche' MMO feature?

    by 
    Bree Royce
    Bree Royce
    01.20.2015

    In the wake of WildStar's rocky first half year, some players have defended the game's self-destructive gameplay decisions by declaring traditional gameplay tropes "niche." It's meant to be a niche game for that tiny niche of hardcore raiders, defenders argue, and therefore criticism is unwarranted. And in the sense that apparently a very small proportion of MMORPG fans actually participate in raiding (unless forced?), they're right. But that hasn't stopped most themepark MMOs since EverQuest from brandishing raids as a mostly inadequate talisman to ward off playerbase churn. Even if we outright refuse to raid, most of the MMOs we play are designed around raiders and raiding. It's easy to not raid, but raiding is hard to ignore because it's not being treated as niche by so many of the biggest titles and studios. The disconnect between development plans and playerbase desires is reflected in this same disconnect between what we think of as a niche MMO feature and what actually is niche by the numbers. How would you sort it out? If raids, one of the core and defining features of so many themeparks, are niche, then what isn't niche? What exactly constitutes a niche MMO feature? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • EVE Evolved: Rebuilding EVE's corporation tools

    by 
    Brendan Drain
    Brendan Drain
    01.18.2015

    The MMO genre is defined by the online interactions of thousands of players, and nowhere is that more apparent than in the single-shard sandbox of EVE Online. While it's possible to play EVE solo, it's the players who make most of the game's meaningful content, and it's only in your emergent interactions with other players that I think the game truly comes to life. Some time ago, I wrote about the importance of CCP supporting EVE's power players, the corporation owners, fleet commanders, and event organisers who give the rest of us something fun to do. Now it looks like CCP is starting to deliver that support, with developers currently looking at updating EVE's archaic corp management tools. CCP Punkturis recently asked corporation owners for a list of the most annoying "little things" they'd like to see fixed with the corporation management interface and was instead flooded with requests for big features and complete overhauls. Developers later confirmed on The o7 Show that at least one highly requested big feature is definitely on its way: CEOs will soon be able to switch off friendly-fire between corp members. The threat of corporate infiltrators attacking corp members has been a massive barrier preventing corps from recruiting new players, so its removal is good news for everyone (except spies). So now that corporation management is finally back on the drawing board, what other features do corp owners need? In this edition of EVE Evolved, I look at a few ideas for corporation tools and features that would make EVE a better place for everyone.

  • WildStar will reduce grind, focus on 'a multitude of playstyles' in 2015

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.15.2015

    Where does WildStar go from here? That's the question that director Mike Donatelli seeks to answer with his latest address to the community. Donatelli says this morning that while he's thankful for the praise the game received toward the end of 2014, there are several areas where the game needs to improve, and thus the team is working on making a better game experience for everyone moving forward. He lays out three chief foci for the team over the next year: listen to feedback to make the game more fun and "less grindy"; support "a multitude of playstyles," group sizes, and levels; and invest, expand, and improve the existing game. Donatelli targets for these plans the first half of 2015, which will contain better-tuned endgame reward systems to fight fatigue along with a wider breadth of content for solo and small-group players. Over the rest of the year, the team plans to introduce a new Contract system to support different playstyles, continue tuning the rewards, and greatly expand the game's customization options. It's a lot of changes, but the Carbine team seems dedicated to making them work.

  • Revival talks about death, decoration, and defenses

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.07.2015

    You remember Revival, right? You know, the game funding its development by selling in-game houses? That one. The developers haven't been quiet over the holiday season, with several recent blog posts detailing the high-end concepts behind several of the game's key mechanics -- for example, dying, which doesn't simply leave you to run back to your corpse but forces you to traverse the spirit realm, fighting off malicious spirits and seeking the Mortality Gate to drag yourself back from the dead. Of course, you can stay alive longer by making use of combat mechanics like the shield wall to defend yourself from dying. You can also use your continued "being alive" status to take advantage of the decoration kits available for housing, which allow you to convert existing rooms with certain fixtures to more functional equivalents. It's all interesting stuff and worth considering if you're sorely tempted to drop a bunch of money on the promise of virtual real estate.

  • EVE Evolved: Could permadeath work in EVE?

    by 
    Brendan Drain
    Brendan Drain
    10.26.2014

    Permadeath has been one of the most contentuous features in online gaming since as far back as I can remember. The feeling of permanently losing a character you've spent months training up and playing with because of a single mistake or lag spike would be horrifying to most people, yet the idea continues to intrigue both players and developers. Diablo II's Hardcore mode is probably the most successful permadeath mechanic in an online game to date, separating the hardcore players onto a different server so that they develop their own game economy and leaderboard. Several MMOs have experimented with permadeath servers or mechanics over the years, but they're almost always reverted as failures. In a recent presentation at EVE Vegas 2014, EVE Online developer CCP Rise discussed the idea of permadeath characters as something he's wanted to add to the game for the past few years. This is particularly problematic for EVE as the game uses passive time-based skill training and the whole game takes place on one massive shard. The hardcore players would need to have enough incentive to risk their characters' lives on a daily basis, their abilities would have to be balanced with non-hardcore players, and abuse of the system to suicide gank players would need to be handled. But if those problems are tackled, is it possible that there's a place for permadeath in EVE? In this edition of EVE Evolved, I look at how permadeath could be added to EVE Online without disrupting the rest of the game.

  • Camelot Unchained celebrates new website and forums

    by 
    Justin Olivetti
    Justin Olivetti
    09.26.2014

    Camelot Unchained is now boasting a shiny new website and player forums, according to the game's second newsletter. That's only the tip of the wordy newsletter. A brief community question and answer section addresses a few in-game topics, such as boat travel and caravan details. Then it dives right into a treatise on world game design and how the team is still attempting to figure out how large Camelot Unchained's landmass should be and how quickly players will be able to traverse it. "In our case, we are making what is essentially a medieval fantasy war game conquest map, which means things like territory and resource control, logistics, and force projection are extremely important considerations, but things like good quest flow are less so," the team said. The art department also piped up to say that it's working on the Tuatha Dé Danann race, the Arthurian Storm Rider, and pre-alpha testing support.

  • The Daily Grind: What makes an MMO a 'WoW clone'?

    by 
    Bree Royce
    Bree Royce
    08.15.2014

    Eminent MMO designer Raph Koster inspired today's Daily Grind with his recent article titled When is a Clone, in which he discusses the difference between clones, reskins, variants, families, genres, and other words that gamers often use interchangeably when debating the merits of their favorite games. Specifically, he lays out a "recipe" for inventing a new game as opposed to just cloning one; for example, he suggests that developers might model a new scenario mathematically or alter the physical dimensions or major goals of an existing ruleset. But the truth is that gamers, especially MMO players, will probably never stop using the word clone when we mean iteration. We wield the word as a curse, knowing that a game isn't a literal clone but choosing to employ hyperbole to make a point about the sameyness of so many MMOs that slap a fresh coat of paint on World of Warcraft and expect praise. Today, we're asking you: What, exactly, makes an MMO a WoW clone? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Game design course led by God of War vets taking applications

    by 
    S. Prell
    S. Prell
    08.05.2014

    Whitney Wade, Sony Santa Monica production manager, and Marianne Krawczyk, a writer on the God of War series, will lead a game design class titled "Interactivity: A Course in Video Game Design and Development" at UCLA starting on September 30. The 10-week class is part of UCLA's Professional Programs - non-credit courses taught in the evening designed to give students a graduate-level education on such topics as screenwriting and producing for Hollywood. At the end of the course, students will have created a Steam Greenlight game proposal. Tuition is set at $1,500, with an application deadline of September 2. To apply, send in a resume and statement of purpose along with an official form via the UCLA website. There are only 14 open seats, and applicants will be notified of their acceptance by September 9. [Image: Sony Santa Monica]

  • EVE Evolved: Capital ships ruined nullsec

    by 
    Brendan Drain
    Brendan Drain
    08.03.2014

    All throughout EVE Online's lifetime, compelling stories of incredible events, daring heists, and colossal battles with thousands of players have periodically surfaced and spread across the gaming media like wildfire. Most of the recent stories have been about record-breaking battles between huge alliances of players in the lawless depths of null-security space, and each one has been met with an influx of new players who want to participate. The surprising truth behind nullsec warfare, however, is that many of those on the front lines are simply fed up with the political state of the game. In EVE's early years, the map was split between hundreds of small alliances, each of which slowly expanded its influence by conquering the star systems bordering its space. Skirmishes and pirate incursions were brief and commonplace, while border wars over territory were long and protracted affairs. Today's nullsec is a different animal entirely, with nearly the entire map carved up between two colossal mega-coalitions of alliances (N3/PL and CFC), each one internally held in a state of perpetually monotonous peace. No alliance in a coalition can break away and stand on its own for fear of being demolished by the others, and so all of nullsec is at peace with its neighbours and bored to tears by it. In this edition of EVE Evolved, I examine how nullsec got to the state it's in now and why it's badly in need of an overhaul.

  • The Think Tank: Building an MMO without levels

    by 
    Bree Royce
    Bree Royce
    07.31.2014

    Welcome back to another Think Tank! This week, I charged the Massively team with a single task: Elevator-pitch an MMO without levels. What should an MMO without levels look like? Can it even be done in this modern MMO era? Here's what we came up with -- we'd love to hear your take too.

  • Working As Intended: It's not the journey or the destination

    by 
    Bree Royce
    Bree Royce
    07.25.2014

    If you play MMORPGs, you've no doubt been told, hundreds of times, "Slow down! Don't rush! Stop to smell the flowers! It's the journey, not the destination!" Typically, you're being told to slow down in an MMO whose focus is the destination: the endgame. All the good stuff is at the end. The best dungeons are there. The best gear is there. The best PvP content and titles and achievements are there. The players the devs cater to are there. Patches and expansions provide new content there. In fact, the only reason to play the rest of the game is to level up to get there. The midgame is a hindrance, a barrier to the "real" game, and it's usually neglected by developers once most players are through it. So if games themselves reward you only for arriving at the destination, why on earth should you feel bad for not savoring the journey?

  • Massively interviews EVE executive producer Andie Nordgren

    by 
    Brendan Drain
    Brendan Drain
    07.25.2014

    If you've been following the development of EVE Online lately, chances are you've heard of Andie 'CCP Seagull' Nordgren and her mission to make deep space colonisation and player-built stargates a reality. Andie has spearheaded the direction of EVE's development over the past few expansions and has gathered a considerable following in the EVE community. At EVE Fanfest 2014, we heard her plans to overhaul EVE's outdated sovereignty and corporation management systems, and to eventually introduce new deep space colonisation gameplay. Today CCP announced that Andie Nordgren has been promoted to the position of Executive Producer on EVE Online. I caught up with her for a chat about development on EVE and to find out what this promotion means for the future the game. I've pulled together the important details from the interview in this article, and if you still have burning questions for Andie Nordgren, she's doing an AMA thread on Reddit right now!

  • Girls Make Games winners dig into The Hole Story

    by 
    Mike Suszek
    Mike Suszek
    07.16.2014

    Top-down RPG The Hole Story landed on Kickstarter this week as the result of the Girls Make Games development camp and competition. The game stars Wendy, an archaeologist that digs into a portal in her backyard and warps through time to an ancient world and must save a princess to find a way back home, all the while armed with her wits and a trusty shovel. The Hole Story is in development by San Jose, California-based independent developer and creators of the Girls Make Games summer camp program, LearnDistrict. The game was concocted by a team of seven young girls aged 10 to 16 known as The Negatives. The young designers won the inaugural Girls Make Games Demo Day hosted in Mountain View, California this past weekend following a three-week camp that included workshops, game jams and teaching sessions geared toward the cultivating the growth of aspiring female game designers.

  • Raph Koster on Origin's Privateer Online

    by 
    Jef Reahard
    Jef Reahard
    06.20.2014

    Raph Koster's thrown up a fairly fascinating blog post detailing one of his Origin projects that never saw the light of day. It was originally codenamed Star Settlers and it featured procedurally generated planets, exploration, resource management, and more. Koster's executive bosses "blew up a huge portion of the design" in favor of fitting the fledgling game into Origin's Wing Commander IP, several online versions of which were already in the works. "Some of them had gotten pretty far -- piles of artwork, design work, and even some tech," Koster writes. Finally a Privateer Online team was assembled, and it cranked out a prototype featuring "radically different" procedural planets, multiplayer space dogfighting, fractal ship customization, modular planetary settlement capabilities, and "a huge pile of lore" written by Wing Commander vets. Though Privateer Online was cancelled in favor of Earth & Beyond and its design docs were burned in a bonfire at Origin's shut-down party, Koster says that many of the developers went on to make Star Wars Galaxies which contained some of the same ideas.

  • What's wrong with Blizzard's development process? Nothing, nothing is wrong.

    by 
    Adam Holisky
    Adam Holisky
    04.15.2014

    In yesterday's Queue Jeff asked the following question: What is it about the software development process that causes Blizzard to slingshot from solving a problem to so overdoing it that it becomes a problem in and of itself. Examples: Dungeons in Wrath were too easy - Cata dungeons are now stupid hard Questing is too scattered in Vanilla - All questing will be done in a streamlined fashion Not enough dailies in Cata - Locked reputation grinds via dailies to open up further content in Mists The next example coming - Some people loved the farm, let's build an entire expansion around a farm but make it bigger and we'll call it Garrisons and we will add so many features that there is no way the players can't love this. I'm calling it now, Garrisons will turn into one of the biggest mistakes of WoD. I see this a lot -- people questioning the processes that Blizzard uses to arrive at the end product of a WoW expansion. I take no issue with this questioning, I think it's the vital step that helps the community better understand the microcosm of the universe we play in. Blizzard has a growing obligation to the massive community to keep them informed of how their universe is changing, and a deeper understanding of how it gets made is central to that. However... I don't feel that it's a problem with the software development process -- that's a very defined process of creating software to specifications, testing, refining it in (ideally) agile methodology. Blizzard is just as good, if not better, than others in that area. Game design, although, is an entirely different animal.

  • MMO Mechanics: Predicting the future of MMO game mechanics

    by 
    Tina Lauro
    Tina Lauro
    02.28.2014

    I've been thinking heavily about the future since our parent network's budget cuts were announced, so I decided it would be very apt to pen my last edition of MMO Mechanics with that same train of thought. The industry has changed remarkably over the last decade with trends like the free-to-play revolution and innovations in everything from loot distribution to quest design. In my previous article, I looked at the trend toward using procedural generation and what that might mean for the future of MMOs. In this article, I'd like to give a better overview of where I think the genre is headed in the coming years and what that means for game mechanics. My predictions are based on market patterns and technology developments, including the great indie revolution, the effects of declining subscriptions on investment, and upcoming virtual reality technology. Pie-in-the-sky fantasy or an accurate predictor of things to come? Let me know what you think.

  • MMO Mechanics: Procedural generation is the future

    by 
    Tina Lauro
    Tina Lauro
    02.26.2014

    MMOs are infamous for the exorbitant amount of both time and money that is required to make a fantastic end product. Much of this effort and expenditure goes into producing very specific content such as leveling zones, quest chains, and dungeons. The classic themepark MMO in which all the rides are carefully engineered and maintained is compelling for a time, but the content therein tends to take longer to create than it does to exhaust. This invariably leads to redundant content that ends up on the scrapheap once it has been enjoyed for a time. Procedural generation corrects much of this redundancy by providing essentially limitless variations of content, adding replayability and variety to the usual MMO repertoire. It also opens up some unique mechanics, like Elite: Dangerous' planned procedurally generated galaxy that is a full-scale replica of the Milky Way. In this week's MMO Mechanics, I will look at how the genre is evolving because of how accessible procedural generation techniques have become to developers. I'll also explore how this might affect the future of MMOs by examining the mechanics that upcoming titles will incorporate.

  • MMO Mechanics: Three old mechanics I want back

    by 
    Tina Lauro
    Tina Lauro
    02.12.2014

    My column has typically heralded modern MMOs as superior advancements of the genre we all adore, but in this week's MMO Mechanics I want to share a small list of some old mechanics I still mourn today. Many older MMOs featured gameplay that could simultaneously exasperate and impress players, especially when the mechanics in question supported a real sense of immersion or realism in otherwise virtual worlds. Recent titles have aimed to open up the in-game world by making it more accessible and much less infuriating, but this has put some of my favourite mechanics and little touches on the development chopping block. I'm particularly fond of game mechanics that make real-world sense. Real life would not reward you for falling off cliffs, running headlong into a crowded room of enemies, or stumbling off the well-beaten track into the untamed wilderness. Consequences in real life can feel rather scary, so I really enjoyed the fear factor of some older MMOs because this allowed for a much more thrilling -- and ultimately rewarding -- gaming experience. I am going to talk about just three older mechanics I particularly enjoy that have fallen out of fashion, but feel free to lengthen my list by adding your favourites in the comments below.

  • MMO Mechanics: Comparing vertical and horizontal progression

    by 
    Tina Lauro
    Tina Lauro
    02.05.2014

    MMO players strive to obtain some kind of tangible progression each play session, but the method by which that progression is delivered varies greatly across the genre. Archetypal themepark titles frequently rely on level-based progression that culminates in climbing through gear tiers at endgame, but the freeform nature of sandbox MMOs lends itself to a more open progression system that focuses on the holistic development of characters. These two progression systems are described as vertical and horizontal progression: Traditional gearing or leveling is commonly described as a vertical climb, while wider choice-based progression is more often expressed as a non-linear journey. The relative merits of these two diverging approaches to progression are commonly debated by modern MMO players. Many players wish to see a blended hybrid approach to progression that emphasises the horizontal, multi-faceted growth of their characters over rattling through yet another gear tier. Despite this, players still favour a goal-oriented attainment system and perhaps progressive gear that doesn't require a long run on the grinding treadmill. This balance can be very hard to achieve, so titles such as Guild Wars 2 have taken some knocks on the path towards perfect horizontal and vertical progression balance. In this week's MMO Mechanics, I will look at what is meant by both vertical and horizontal progression, how they are mechanically implemented in MMOs, and what each type of progression means for the playerbase.