designer-dragon

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  • 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!

  • The Daily Grind: What's your favorite item-quality system?

    by 
    Bree Royce
    Bree Royce
    01.21.2012

    Grey, white, green, blue, purple, gold. World of Warcraft may not have invented what's become the standard colors for item quality, but it's surely cemented the hierarchy in gamers' minds. Last week, Raph Koster suggested that these tiers of items are part of the "yuck" that leads to the loss of immersion across the games industry. I think he's right. I miss the days of Ultima Online (which not coincidentally was Koster's baby), when players geared up with basic platemail of invulnerability, chainmail of fortification, and katanas of vanquishing. Halfway through UO's lifespan, that system was gutted in favor of a Diablo-esque item that turned wearables into a numbers game. The charm of my deadly poisoned kryss made by a Grandmaster Blacksmith was gone, replaced by a few dozen stats to juggle. Do you agree with Koster? Are color-coded item tiers a design shortcut that contributes to the loss of immersion in MMOs and other games? What game has your favorite item-quality system? 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!