damion-schubert

Latest

  • ION 08: A five year forecast for MMOs

    by 
    Kyle Horner
    Kyle Horner
    05.15.2008

    There's always a lot of discussion about what's going to be the next big thing in the MMOs industry. We all love to talk about the future and that's largely because it's a very interesting topic. So we just had to attend the "Online Games in 2013" panel at ION 08. This panel was actually introduced by Peter Freese, the ION Conference Director. It was easily one of the most packed panels I've been to thus far which is saying a lot since all the panels have been pretty well populated already.The panel consisted of Erik Bethke (GoPets Ltd), Scott Jennings (NCsoft), Bridiget Agabra (Metaverse Roadmap) and Damion Schubert (BioWare). With a group of people like this I was expecting some varied and compelling conversation on the topic of MMOs in 2013. In the end we got just that and a quite a bit more.%Gallery-22888%

  • The Digital Continuum: Evolving past fantasy Pt.1

    by 
    Kyle Horner
    Kyle Horner
    12.29.2007

    Over the past couple of weeks the MMO blogosphere has once again been discussing the ever-pertinent question of "Why fantasy?" in regards to the MMO and its heritage; MUDs and tabletop gaming. The subject has been covered quite well from many different points of view and opinions, none of which are inherently wrong and all of which are worth a read if the subject interests you in any way.The reasons are especially well covered in a round-table that Damion Schubert posted to Zen of Design earlier this year. Many of these reasons that materialized from the round table appear quite valid, yet I don't see eye-to-eye with these concepts. In my opinion, several of them seem arbitrary and some could be applied in opposition of fantasy. In fact, the more I read on the subject of "Why fantasy?" the more I think, "All the more reason to evolve beyond fantasy."I'm going to address the well summed-up list posted by Damion Schubert piece by piece, as it lays out the most compelling evidence for why fantasy continues to reign supreme. So if you find yourself lost on what I'm talking about, feel free to refer to the original article in question. Now, we'll take a look into this list and see just how much of it really holds up against an argument for something other than fantasy.

  • Damion Schubert (sort of) defends the raid mechanic

    by 
    Samuel Axon
    Samuel Axon
    12.20.2007

    Allow me to state the obvious; raiding is an integral part of WoW's design. A lot of people think that's a bad thing. They'll say raiding is only for the elite hardcore, and that it alienates everyone else. Here's a shocker; Damion Schubert -- a renown MMO designer whose games have historically been pretty much the opposite of raider-friendly -- is not one of those naysayers.He recently updated his blog with a strong defense of Blizzard's decision to emphasize raiding. You should read it for yourself, but the gist of it is that there are more raiders than you think, that players of a PvE game want a PvE endgame (as opposed to a PvP one like the Battlegrounds), and that because raids are re-playable content, Blizzard gets more bang for its development buck.His ultimate point, though, is that Blizzard focuses on raiding content because that's what players want. But I wonder if a lot of those players, especially the more casual types, would want something different if they were aware of other options. And Schubert suggested that there are alternatives. What are they, and do you want them, or are you perfectly happy with working your way up to Black Temple?

  • Damion Schubert seeks a different kind of grind

    by 
    Samuel Axon
    Samuel Axon
    11.29.2007

    MMO developers and publishers try to provide game-play that keeps you coming back again and again so you won't stop their money flow by canceling your subscription. The easiest way for them to do this is to make their games an addictive grind. You feel compelled to level up. You can't help yourself.Just because something's addictive, though, doesn't mean it's fun. But is there another way? Damion Schubert (of Meridian 59 and Ultima Online fame, and one of a certain blogger's personal heroes) posed that question on his Zen of Design blog. MMOs must be centered around highly repeatable activities, Schubert said. Combat, for example, works well because developers can put in a lot of changeable variables to make the experience different every time. On the other hand, he uses puzzle/mystery games like Myst as examples of games not based on a repeatable activity. Once a puzzle is solved, it's solved, and that's the end of it. So, if not that, then what? What other games have mechanics that can be used as a model for MMO game-play that sticks?That discussion is going on right now at Zen of Design.

  • Damion Schubert interview pt. 2

    by 
    Michael Zenke
    Michael Zenke
    09.25.2007

    Another element you seemed to feel strongly about in your talk was guild tools. We're talking about designers who play their own games, have a feel for their own spaces. Why are these designers, who are playing their own games, not turning around and creating the kind of guild tools that we feel should be available? More and more they seem critical, why aren't they being addressed? Damion: Because they're hard. The number one guild-killer is drama. At the end of the day it's not raid slots, it's not even loot distribution. Most guilds have a system, they use it. Most players suck it up and live with it or they move on to another guild. Most of the time it's two guys crushing on the same girl, or a guy deciding that he's sick of the guild master and undercutting him, or a guy getting drunk and launching profanities in the guild chat channel ... these are problems that can be addressed by tools, but what makes the guildmaster's life hard right now is the drama. If we can find a way to reduce drama, to help police the drama, to know what's going on inside the guild it will become much easier for guild leaders to keep their guilds together.

  • BioWare Austin's Damion Schubert explains his endgame philosophy

    by 
    Michael Zenke
    Michael Zenke
    09.25.2007

    We had the pleasure of sitting down with Damion Schubert at AGDC 2008 earlier this month. A longtime commentator and respected developer, Schubert is currently the lead combat designer on BioWare Austin's un-named MMO. While discussion of that still somewhat secretive project was verboten, Schubert kindly gave us a chance to follow up on his talk at this year's conference about the MMO endgame.We chatted with the designer about a number of issues, including the role of the endgame for new or casual players, the dangers of guild drama, and the overall problems with the endgames of today. Schubert was very careful in his discussion of that last question ... "I think that if somebody could find a way to create a good 25-man PvE experience that could be done ad-hoc, that could be less about "We need these people here at this time" and more about "Hey, show up if you can and we'll try to get this done." I think that's something that players would find a lot less scary."Read on for our full interview, with insights on the MMO endgame from an industry icon.