iterative-design

Latest

  • Massively Exclusive: Red 5 talks pay-to-win and Firefall's open beta

    by 
    Mike Foster
    Mike Foster
    07.15.2013

    If you haven't yet noticed, Red 5's open-world, MMOFPS, action-adventure, jet-boot-featuring Firefall is now in open beta. The sci-fi shooter saw an extended closed beta period marked by major overhauls to core systems and a slow-but-steady trickle of new content, and last week's open beta launch is the next big step in pushing Firefall toward its eventual release. We posed a few questions to Red 5 about the nature of beta testing, the complications brought on by monetizing a game in progress, and the future of Firefall.

  • EVE Evolved: Eight years of EVE Online

    by 
    Brendan Drain
    Brendan Drain
    05.01.2011

    In last week's EVE Evolved column, I celebrated the third anniversary of the column with a competition to win one of three prizes worth over 500 million ISK. Congratulations go to Uniqdragon, mdubs28 and Thorium88, who will be contacted via email to arrange receipt of their prizes. In a bizarre twist that I can't believe I haven't noticed for three years, it turns out that the anniversary of my column occurs just over a week before EVE Online's own birthday on May 6th. With that in mind, this week's column is dedicated to the game's anniversary and to looking back at another successful year. The past eight years have been a wild ride for EVE Online and its developer CCP Games. EVE has grown from a fledgling niche game with under 40,000 launch subscriptions to a global melting pot of over 360,000 actively subscribed accounts. The company itself has seem similar expansion, starting from humble beginnings as a small independent studio in Iceland and growing into a multinational monster with offices in China, Iceland, North America and the United Kingdom. In this huge two-page anniversary edition of EVE Evolved, I look at how EVE Online has kept up with the industry over the years and then go on to examine this past year in detail, from the highs and lows to all the scams and awesome events.

  • Rob Pardo's insight on WoW's development and why PC gaming isn't dead

    by 
    Matt Warner
    Matt Warner
    07.29.2008

    What's one of the most powerful game design positions in the games industry today? Executive Vice President of Game Design at Blizzard Entertainment, and the monumental role is filled by Rob Pardo. In this sit-down interview with PC Gamer, Pardo addresses various topics including why PC Gaming is far from dead. An easy position to take considering World of Warcraft has 11 million active subscribers. But Pardo understands the pressures companies face when developing on the PC platform. His line of thinking is that PC gaming won't die, but that it's evolving. When it comes to decision making and managing 140 creative staff members that work on World of Warcraft, Pardo describes an organic and collaborative process. The team is cohesive and there is no dictatorship over creative control as anyone on the team has the power to veto. Pardo admits that this may sound like nothing is accomplished with so many differing perspectives, but the key to content competition is in the team's dynamics, communication and of course compromise. Blizzard also eschews the monolithic design document. Instead Blizzard's creative process is more iterative and chunks of content are scraped but it pushes the whole team to do better with the overall objective to deliver a better product. The interview covers various other topics including a disagreement in viewpoints with Raph Koster, and why anyone looking to break into game design should second-think their college education choice if majoring in the specialized field. [Via WoW Insider]