systems-design

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  • GDC Online 2012: SWTOR's Damion Schubert dissects story as a mechanic

    by 
    Larry Everett
    Larry Everett
    10.10.2012

    Damion Schubert remains a well-respected member of the online development community. He can tell tales of his time working on Meridian 59 and Shadowbane. His latest project allowed him to build many of the integral systems of Star Wars: The Old Republic, arguably his most successful work to date. He also writes regularly for Game Developer Magazine and speaks at GDC Online and many other game development conferences nearly every year. When it comes to developers who have shaped mulitiplayer online games, Schubert is one of the originals. At the Game Developers Conference in Austin, Texas, this week, Schubert spent an hour explaining the thought process and development woes of taking an element like BioWare storytelling and making it work in a massively multiplayer setting. This being the first GDC Online since the launch of SWTOR, Schubert spoke frankly and openly about many of the struggles his team had to overcome to make the gaming systems work. Some of the ideas worked out well; others, not so well. As an avid player of SWTOR, I saw new light. As I listened to Schubert speak, I began to understand why many players are frustrated with elements of the existing game. I also began to understand that if some of the systems and thought processes has been changed early on, players might have received the game better. That said, I also believe that Schubert's team prevented a lot of issues that could have popped up had certain elements been implemented in the way they were originally conceived.

  • Ghostcrawler talks game systems in final Cataclysm post-mortem

    by 
    Michael Sacco
    Michael Sacco
    03.07.2012

    Blizzard's Cataclysm post-mortem blog series has seen Dave "Fargo" Kosak discuss quest design and Scott "Daelo" Mercer discuss dungeons and raids; today, Blizzard wraps up the series with a look at Cataclysm's game systems. As with Fargo and Daelo, Greg "Ghostcrawler" Street, WoW's lead systems designer, talks about what worked (the 1-to-60 revamp, choosing a spec at level 10) and what didn't (a long list of other things). GC is surprisingly candid in this particular blog entry, and it's definitely worth a read to get a bead on what Blizzard learned from World of Warcraft's third expansion. The full interview is after the break.