game-design

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  • MMO Blender: Karen's kid-friendly game with grown-up appeal

    by 
    Karen Bryan
    Karen Bryan
    09.07.2012

    I regularly explore the good, bad, and the ugly in kid-friendly MMOs, so I was eager to have a turn with the MMO Blender to see if I could concoct a game that would be appealing for kids but also have some features that should be standard in grown-up MMOs as well. There are a lot of MMOs out there that are aimed at a young audience, but I think the industry sometimes holds back and opts to make a game that's safe. The result of going safe, though, is that it's also not that compelling. Let's take a look at a few features that would make a (nearly) perfect kid-friendly MMO, one that might even be appealing to adults.

  • The Mog Log: Lessons from Guild Wars 2 for Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.01.2012

    If you read all of the columns I write in a given week, then I believe that you're a wholly fictional creature. But beyond that, you'll remember that my Wednesday column was all about the systems that City of Heroes could comfortably borrow from Guild Wars 2. You may also be expecting the same sort of column here. That is definitely not the case. For starters, neither Final Fantasy XI nor Final Fantasy XIV is in a state where it can borrow anything. The former is set in its ways, and the latter has a major update around the corner that makes suggestions about mechanics pretty suspect. Furthermore, neither game is really into the whole "borrowing" routine, preferring instead to reverse-engineer a concept into some bizarre reinvention of the wheel that makes both games at once wonderful and incomprehensible. No, today I'm looking not at mechanics but at lessons for Final Fantasy XIV. The game is going to be relaunching soon, and that's when Naoki Yoshida's core principles will really be put to the test. And as the development team puts the final touches on the game, I think there are a few things to be garnered from the design of Guild Wars 2 that might nudge development around a touch.

  • MMO Blender: Eliot's Copernican dream

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.31.2012

    When I tried Kingdoms of Amalur: Reckoning for the first time, I fell in love. Not with the story, and not with the art, but with several elements of the actual game itself. The idea of having all of that brought into the MMO space filled me with a lot of excitement, but I had a feeling that we'd never actually see it come to pass. For those of you who missed out on what happened with 38 Studios, possibly because you read the internet on some bizarre time-lapse system, here's the deal: We're never going to see Project Copernicus come to pass. Oh, sure, we might wind up with something that vaguely resembles that game, but odds are low. More likely the franchise is going to be sold off by the state of Rhode Island for a pittance, and if the game ever resumes production, it'll bear only the faintest traces of its origins -- some art assets and little else. I'm not shedding tears over the world, though. In fact, I'm not going to shed tears at all because I think there's something to be built upon from the ideas of that single-player game, ideas that could make for an excellent MMO. And like any good gestalt, it reaches out to be something much more than the sum of its parts.

  • MMO Blender: Larry's roleplay sandbox

    by 
    Larry Everett
    Larry Everett
    08.17.2012

    I can't say that I represent every roleplayer in the MMO space, but I have been a part of MMO roleplay communities going on eight years now. I think it's safe to say that I have a pretty good handle on what roleplayers want out of MMOs. Fortunately, there are existing game designs that can give us what we are looking for. When developers stop giving roleplayers new content, we -- unlike other gamers -- start to create our own. In fact, the vast majority of us don't rely on the game developers to give us any story content beyond the backdrop of the world our characters are living in, but that's not to say there aren't tools developers can give us that help with our level of immersion. Let's explore what makes a great sandbox for an MMO roleplayer.

  • GDC Europe 2012: Designer says American gamers can't handle failure

    by 
    Jef Reahard
    Jef Reahard
    08.15.2012

    Game designer Don Daglow turned a few heads while participating in a GDC Europe panel this week. The industry veteran and co-designer of AOL's 1991 Neverwinter Nights MMORPG said that Americans don't deal well with failure, particularly in gaming. "The idea of failure has been dramatically reduced," Daglow said, before going on to opine that this stems from an educational system where failure has been removed from the curriculum. He also said that many gamers blame their failures on the game itself instead of analyzing their mistakes and trying again.

  • Blizzard developer blogs about game design

    by 
    Dawn Moore
    Dawn Moore
    08.14.2012

    Netherspite was overcomplicated to the point of absurdity and the most enjoyable way to approach the fight was to skip it. It required a level of coordination that players had never experienced at the time. Heavy movement, beam rotations, a need to run away to avoid death, then run back in to get beams back under control. Raiders today could pull it off without issue. Raiders back then, it was far above what most players had ever seen, and it was in the introductory raid. Its difficulty was far beyond the rest of the dungeon, even. This is what Alex told me when I asked him to describe Netherspite for me. I wanted to know because I recently found out that the Blizzard developer who designed Netherspite was reassigned to work on simpler content in the game after designing that encounter. The reason? He'd let his desire for innovation get away from him. At least, that's what he says. His name is Alex Brazie, and he's been blogging about game design the past couple of months. In his blog, Breaking Open the Black Box, he shares his experiences and lessons learned from working as a game designer at Blizzard. The whole blog is a sort of a meandering trip through the intellectual process of game design, which you'll probably find amusing if you've seen a fair share of raid encounters over the years. And if reading about game design doesn't appeal to you, I'll admit that I've also been reading every one of his posts in hopes that at some point he'll explain why so many strange items in the game are named after him. Here are but a few: Brazie's Black Book of Secrets, Brazie's Guide to Getting Good with Gnomish Girls, and Brazie's Notes on Naughty Night Elves. Who is this guy?!

  • MMO Blender: Eliot's superior superheroic romp

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.10.2012

    I like superheroes. So I'm not unhappy at the presence of several superheroic MMOs, but I am unhappy at how the games handle heroes. I think there's space for a game that does superheroes better than they've been done yet, one designed to be unmistakably about superheroics while still being a really great MMO. That means taking little bits and pieces from several other games and blending them into one unified whole, something that's more than the sum of its parts. The problem is that superheroes aren't just people with powers beating up other people with powers. There's more to it than that, and there are a lot of little elements that depend entirely upon the setting. Some stories just don't work in the Marvel universe, some don't work in the DC universe, and some need a completely different setting altogether. So let's look at this from the ground up while I show you my dream superhero MMO, one that would deliver exactly what I'd like to see.

  • MMO Blender: Larry's old-school 16-bit MMO

    by 
    Larry Everett
    Larry Everett
    08.03.2012

    In August of 1991, the Super Nintendo Entertainment System launched in North America, kick-starting what would eventually be the biggest boom in console roleplaying games. Granted, some of us had been playing RPGs on consoles like the original NES, but RPGs didn't see as big a console boom as they did on the SNES. In fact, console RPGs haven't seen the same level of popularity since the SNES. A quick jump over to VGChartz shows us that out of the top 50 games sold world-wide on any individual console, RPGs on the SNES dominated the NES, the Playstation, and even the Nintendo DS, boasting titles like Dragon Quest VI, Final Fantasy III, and Super Mario RPG. If you take into account some adventure games that should be considered RPGs, like Super Metroid and The Legend of Zelda: A Link to the Past, then you have arguably the best platform of all time for the genre. Nowadays, with online gaming and indie companies sprouting up all over the place, a 16-bit online RPG would probably sell really well, especially if it took some of the best elements from the classic console RPGs of the NES/SNES era. Isn't that right, Cthulhu Saves the World? Let's see what I can throw together from some of my favorite 8- and 16-bit games.

  • MMO Blender: Bree's big-budget sandbox

    by 
    Bree Royce
    Bree Royce
    07.27.2012

    Writing MMO Blender feels like getting three wishes from a magical lamp and having to think very, very carefully about what you ask for. You have to word it just right and ponder the consequences of each wish on the others because you just know that Genie's going to screw with you. If I were stronger, I'd reject the wishes (here, the 1000 words) outright, knowing they're a trap, but I just can't resist a turn at this column. I want a new sandbox. A good one, not one made by gank-obsessed fanboys on a shoestring budget. I don't think sandboxes are dead; I just know it takes money to make money, and modern indie sandboxes are forgetting that rule. Fortunately, I don't need money for this column. I'll take my MMO Blender wishes and build a sandbox that's more than just a pile of sand and an empty box.

  • EVE Evolved: Adapt or die

    by 
    Brendan Drain
    Brendan Drain
    07.22.2012

    When EVE Online was first released in 2003, it sold mostly based on its future potential. Everyone I played with in those early years got into EVE in order to be on the ground floor of an awesome space game that was getting more awesome by the month. Features were undergoing continual revision, and new content was released regularly, making EVE a radically different game every six months. Players met this design strategy of continual iteration head on with an "adapt or die" attitude, and it kept the game interesting for years on end. Fast-forward to 2011 and the story looked very different. The Dominion, Tyrannis and Incursion expansions introduced new gameplay but didn't heavily iterate on any other features. By the time Incarna released, most of EVE's gameplay and content had been the same for two years and players had nothing new to adapt to. For the Crucible and Inferno expansions, CCP finally iterated on hundreds of small features and even introduced new modules to reboot EVE's "adapt or die" PvP ship design metagame. With a lot of the small things now covered, I think some of the game's big features are due for iteration. In this week's EVE Evolved opinion piece, I look at how EVE players adapt to new challenges and explore several areas of stale gameplay that are in dire need of iteration.

  • MMO Blender: Matt's immersive cyberpunk monstrosity

    by 
    Matt Daniel
    Matt Daniel
    07.20.2012

    Let's take a look at the acronym MMORPG for a moment. If you're reading this site, you surely know what it stands for: massively multiplayer online role-playing game. Ever since World of Warcraft hit the big-time, MMOs have been cropping up left and right in more shapes and sizes than many would have ever guessed. Swords and sorcery: check. Spreadsheets and spaceships: check. Roman orgies: coming soon. But somewhere along the line, game developers have forgotten something. Before there were MMORPGs, there were just RPGs, played by folks gathered around the kitchen table armed with nothing more than pencils, paper, and their trusty dice. I'm not going to pretend that "I was there, man" because -- being a '90s kid -- I didn't get into pen-and-paper games until my teens in the 2000s. But even I know that those games put an emphasis on the "RP" part of RPG in a way that MMORPGs simply don't, and in some ways, can't. But I'm sure that I can't be the only one who still wants to escape to another world, to become fully immersed in that world and in my character. So in my Frankenstein's monster experiment today, I'm going to try my best to meld modern MMO features into an immersive fantasy roleplaying world. Won't you join me?

  • MMO Blender: Beau's portable, accessible, and casually immersive mashup

    by 
    Beau Hindman
    Beau Hindman
    07.13.2012

    I've been pretty excited to take my turn at the MMO Blender wheel. Sure, we all have ideas about how we would build our dream MMOs by mixing up different parts from favorite games, but honestly, I wanted to use my time here to make a point: MMO gaming needs to climb outside of the box, soon. Since there is more and more emphasis on mobile and casual gaming, my game will take that in into consideration. But games have to be fun too, right? I think they can be fun, immersive, and casual all at the same time. I'm hoping that my examples will show how other developers have combined the three such that players can access the game from anywhere. It's also important to me that my game be simple to play and accessible for players with disabilities, so let's just say that I have included all of the proper features like adjustable colors for the color-blind, resizable text, and maybe even audio cues to help those with sight issues. I've been given a budget of one million-billion internet bucks, so let's get to it... this game is not going to build itself!

  • Raph Koster wants to know why we can't all just get along

    by 
    Elisabeth
    Elisabeth
    07.06.2012

    Raph Koster, MMO guru and erstwhile creative director of Star Wars Galaxies, has had it up to here with you people and your intolerance of one another. Yes, you, game designers. In a recent blog post, Koster makes shame carrots at those on both sides of the science-versus-humanities schism in the game design community. He states that people on either side of the spectrum can be right and that there's room for both emotional value and scientific fact in games. Too many people, he says, are entrenched in their viewpoints, and that makes progress more difficult for everyone. The result is an abundance of "hipstery, self-indulgent, artsy, self-referential, slight, pretentious work all over the place that people are claiming as the One True Way or the best way to push the boundaries of the field." Koster says that rather than fiercely defend a specific type of game design, designers need to embrace a both/and mentality, in which multiple viewpoints and approaches are accepted as valid and worthwhile. Narrative designers should try making a game with nothing but counters and dice and no story. System designers should try making a game that is about telling a story. While we're at it, the world should really learn how to sing in perfect harmony.

  • The Smart Kids -- or, why Cataclysm failed to impress

    by 
    Anne Stickney
    Anne Stickney
    07.06.2012

    I was a smart kid. You remember those kids from school who were always the first to turn a test in and the ones to get the best grades? The ones who never seemed to put any effort into studying but always managed to get an A? That was me. You'd think that being a smart kid would make life incredibly easy, but it did exactly the opposite. Of course you had the endless students who hated you or made fun of you because you were smart, but there was something much harder to deal with than that. See, in public schools (in America, at least), teachers generally teach at the speed of the slowest kid in class. This is absolutely appropriate, because you don't want anyone to fall behind. For the slowest kid, this meant that subjects were presented in a way that they could understand, and they'd learn the lessons even if it took a little extra time. But for the smartest kid in the class, it meant that classrooms were places of exquisite torture where information flowed at a snail's pace, and most of the information presented were things the smart kid already knew. It made school an excruciatingly boring place to be.

  • ArenaNet explains golden rules of Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    07.03.2012

    How do you think Guild Wars 2 came about? Mystic dream-journeys to consult with unicorn sages atop mountains of inspiration? Late-night voodoo with developers dancing around a bubbling pot of inactive World of Warcraft accounts? Well, ArenaNet game designer Ben Miller is here to set the record straight. In a recent blog post, Miller outlined some of the golden rules that have served as ArenaNet's polestar on the journey of creating Guild Wars 2. The first and most important rule is to make the world come alive and lay the foundation of the game's design philosophy. The world of Tyria has been thoroughly established, from geopolitical histories to cultural development to ecosystems. This kind of planned-out depth makes certain that game-world elements added in throughout the design process fit in the world being created and that the game has a consistent and coherent feel, which adds to its liveliness. The second rule, that cooperation is key, is behind mechanics like individually tracked resource nodes, a universal revival ability, and loot and XP rewards for everyone who helps kill a foe or complete an event.

  • MMO Blender: Eliot's self-made legend

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.29.2012

    I like games that make your characters feel legendary, but sometimes I think they've gotten the whole formula wrong. The problem is that the only thing important about your character is what he or she has done, not what he or she is. World of Warcraft has a lot of quests and raids that seem to imply your character is a big deal, but how big a deal can you really be if you're learning all of your tricks at the local trainer? What about a game where your personal history has as much to do with your future development as anything else? A game where your accomplishments aren't just backstory but an integral part of your character's abilities? A game where every new encounter is a chance for your character to learn something unique? I'd love to see a game where your accomplishments are not a list of things that you've killed but a clear litany of skills learned and scars accumulated -- a game where the path to power isn't necessarily clearly marked.

  • EVE Evolved: The great ship overhaul

    by 
    Brendan Drain
    Brendan Drain
    06.24.2012

    One of EVE Online's most important features is that the game is constantly updated to avoid falling behind the development curve and being overtaken by new titles. The EVE we have today bears little resemblance to the primitive sandbox released in 2003 thanks to major graphical overhauls every few years and iteration on gameplay systems. I think that's a big part of why people start playing EVE; they know that the game will still be alive and kicking years from now and will look as good as anything else on the market. EVE remained largely unchanged from March 2009's Apocrypha expansion until Crucible at the end of 2011, but since then, CCP has made huge leaps in iterating on ship graphics and gameplay. This week we saw an impressive new video of the revamped Drake model, and CCP announced details of a complete mining barge and frigate revamp due to hit the servers before this year's winter expansion. These changes seem set to put a sizeable dent in EVE's notoriously steep learning curve. In this week's EVE Evolved, I look at the recent graphical updates to EVE's ships and explore the upcoming ship overhauls in more detail.

  • MMO Blender: Jeremy's unholy MMO concoction

    by 
    Jeremy Stratton
    Jeremy Stratton
    06.22.2012

    Have you ever wished MMO developers could put away their checkbooks, pluck out the best bits of their respective MMOs, and weld them together to construct the megalopolis of MMOs? We do too! So today, we're launching a brand-new opinion column, MMO Blender, in which the Massively writers will mix and match their favorite features from existing MMOs for your amusement. But do our choices create a perfectly honed machine or a lumbering, speechless frankenstein of an MMO that deserves to be put out of its misery? First up: Livestreamer extraordinaire and Contributing Editor Jeremy Stratton with a potent, sandboxy blend of Fallen Earth, EVE Online, Lord of the Rings Online, and more. Wet your whistle after the break and look for more MMO Blenders from the rest of our staff in the coming weeks!

  • Valve announces Steam for Schools, helps teachers create educational Portal 2 levels

    by 
    Alexis Santos
    Alexis Santos
    06.22.2012

    Who ever said being a scientific guinea pig couldn't be educational? With Steam for Schools, teachers can now use Portal 2's level editor to create lessons focused on boosting critical thinking, spatial reasoning and problem solving skills. Announced at the Games for Change festival in New York City, the educator edition of Steam comes with a free copy of Portal 2 and the Portal 2 Puzzle Maker. Students and teachers alike can use the tools to create puzzles, but distribution is handled by teachers alone. (That's right, kids -- no level sharing unless the teach says so.) An accompanying website serves as a gathering place for teachers to collaborate, and aims to provide sample lesson plans centered on science, technology, engineering and math. If you're an educator who can't wait to bring a Portal-assisted physics lesson to life, see the links below to sign up for the ongoing beta. Now if you'll excuse us, we're off to "study."

  • The Summoner's Guidebook: Why last-hitting is important

    by 
    Patrick Mackey
    Patrick Mackey
    06.14.2012

    We've covered last-hitting quite a bit in previous editions of the Summoner's Guidebook. However, a lot of people new to the MOBA scene don't understand the importance of last-hitting. I don't mean that they don't understand the importance of the action within the game; I'm sure we all understand that getting gold is a good thing. But last-hitting is important from a design perspective too. I think League of Legends (and MOBA games in general) are better because last-hitting is a part of the game. I didn't always feel this way, of course. When I was a MOBA nooblet, I thought last-hitting was an unnecessary PvE element in a competitive PvP game, and it took away from the game's clear objective: taking enemy turrets. When I really sank my teeth into LoL, last-hitting finally clicked. It's a really critical element of the genre, and this week, I'll explain why.