games-developers-conference

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  • EverQuest joins Ultima Online in GDCOA's Hall of Fame

    by 
    Justin Olivetti
    Justin Olivetti
    10.13.2011

    EverQuest may not be the recent hotness that everyone's talking about, but its impact on the MMO genre continues to be felt to this day. As such, it's great to see this classic game reaping its reward, as the Game Developers Choice Online Awards inducted EQ into the Hall of Fame yesterday. EverQuest was chosen for its lengthy advancements in MMO gaming, including it's focus on raiding and guild improvements. It now joins old-time competitor Ultima Online as the only other title in GDCOA's Hall of Fame. Sony Online Entertainment's John Smedley graciously accepted the honor: "When we set out to create EverQuest, many felt it was an unattainable stretch of the imagination. As it turns out, EverQuest exceeded even our wildest expectations. Twelve years later, we are about to release its 18th expansion, and have big plans for its future. We are incredibly proud of its impact on the industry and the community we have built. Tonight's honor is a testament to the hard working individuals who have contributed to EverQuest -- both past and present."

  • GDC Europe 2011: Freelance designer identifies key problem with MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    08.16.2011

    Sometimes we don't stop and think about just how strange our games are from a logical standpoint, but freelance designer Ernest Adams has, and he's not that pleased. Speaking to a crowd at GDC Europe, Adams said that the biggest problem in MMOs is that there's a disconnect between what the game tells us it's doing and what is actually happening. Mobs can never truly be "killed" since they respawn; NPCs don't perform any promised actions after you complete their tasks; and quests can be abandoned without any consequences. Adams feels that player actions should be able to change the world in a real, significant way and be permanent (including the possibility of, yes, permadeath). Player choice should trump developer intentions, he says, quests should be unique to each player, and the game should ultimately have an ending. Using the concept of a fictitious MMO called The Blitz Online, Adams hypothesizes how this might be accomplished. The game would take place during the attacks on London during World War II, and players would have to take action to shore up the city's infrastructure and defenses lest the situation grow worse. If enough players pitched in using their various skills, morale in the area would increase and the Nazis would eventually give up the attacks, causing the "win" condition for all. By focusing on player choice and a dynamic game world, Adams hopes that the experience would become much more real and personal for players. However, he admits that such a project might be a long shot: "I realize this game breaks almost all the rules."

  • Trion's David Reid: 'New era' of premium games inevitable

    by 
    Justin Olivetti
    Justin Olivetti
    08.16.2011

    It's a brutal, cutthroat world in the MMO industry, Trion Worlds' David Reid admits, and he thinks that companies that can't adapt to the rapidly changing scene need to get out of the pool so others can swim. Talking to a crowd at GDC Europe, Reid spoke on an inevitable "new era" of premium games that are being fashioned in the forges of increased competition, challenging business models, higher development costs, and lower social interaction. "It's a lot harder to make your money back in the premium games space than it used to be," he said. Reid used Trion's approach as an example of how MMO studios need to be at the top of their game when developing games, including "AAA ambition and polish, massive scale, persistence, and customization." RIFT, which he cites as having over a million customers and holding the number two spot in the West, made sure that high-quality visuals were a key part of the experience, but also that the team was willing to listen to player feedback when preparing future content. He also pointed to End of Nation's free-to-play model and Defiance's synergy with the Syfy TV show as ways to captivate player interest and stay on top of the game.