game-theory

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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 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.

  • Raph Koster categorizes his best game design blog posts

    by 
    Jef Reahard
    Jef Reahard
    03.15.2012

    If you're looking for an entry point into the voluminous back-catalogue of game design posts sitting on Raph Koster's web server, look no further than his newest entry, which serves as something of a greatest hits listing. For those unfamiliar with Koster, most gamers associate him with watershed sandbox titles like Ultima Online and Star Wars Galaxies, and he has also written a book called A Theory of Fun for Game Design. Koster first published his website in 1997, and some of his articles date almost as far back. He's arranged the links in what he calls a "rough reverse chronological order," so grab your favorite caffeinated beverage and settle in for a lengthy design-focused read.

  • AFK punishment is still just a band-aid

    by 
    David Bowers
    David Bowers
    01.12.2008

    The AFK problem has been with us for a long time now, and ever so suddenly Blizzard has decided to step up and enforce a new form of punishment on their side, to take away honor and PvP rewards from people who have been reported AFK a lot. Definitely this is an improvement, and it should help to discourage this unfair practice, yet at the same time it's not a true solution.As Drysc said, the problem isn't just a matter of punishing people who break the rules, it's finding out why they are doing this, and change their incentives, so that they don't want to break the rules in the first place. Our reader Aviel has some insights as to why people AFK and how to fix it, and she (or he) has posted her excellent analysis on the official WoW forums.In short her argument is that, while Blizzard is trying to develop PvP content that is "fun, competitive, and compelling," players are generally making "game theory" decisions, about how to maximize their honor gain in the time they have to play. Fun is definitely an element, but overall, if people can't earn enough honor to make their time worthwhile in a particular battleground, they will quit or seek alternatives. She points out that as long as honor is a kind of currency to be spent, people will choose the method with the easiest honor gain over the one they enjoy most (which can lead to get-rich-quick schemes such as AFKing). She leaves her solutions to this problem for the Suggestions forum (though I could not find her actual post there), but posters in that thread share some ideas, and there are many other player suggestions out there as well. Of course Blizzard is tight-lipped about their own solutions so far, but we can rest assured that they care about the issue and plan to do something about it.

  • 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.

  • Never just a game

    by 
    Tateru Nino
    Tateru Nino
    10.30.2007

    MMOs (and some virtual worlds) are games we play together. Games are generally fun, educational, diversionary and sometimes escapist pastimes. Humans are natural gamers. Our tastes and inclinations about games and gaming may differ, but we all play games. If there's no game we like, we make a game - out of anything and everything. It doesn't matter if it involves traffic lights, paperclips in your office drawer, or trying to outshine the neighbor's garden - we make up our own rules, and play our games, even if nobody else knows. There's no such thing as "just a game", however, and there's a good reason why.