world-design

Latest

  • Camelot Unchained celebrates new website and forums

    by 
    Justin Olivetti
    Justin Olivetti
    09.26.2014

    Camelot Unchained is now boasting a shiny new website and player forums, according to the game's second newsletter. That's only the tip of the wordy newsletter. A brief community question and answer section addresses a few in-game topics, such as boat travel and caravan details. Then it dives right into a treatise on world game design and how the team is still attempting to figure out how large Camelot Unchained's landmass should be and how quickly players will be able to traverse it. "In our case, we are making what is essentially a medieval fantasy war game conquest map, which means things like territory and resource control, logistics, and force projection are extremely important considerations, but things like good quest flow are less so," the team said. The art department also piped up to say that it's working on the Tuatha Dé Danann race, the Arthurian Storm Rider, and pre-alpha testing support.

  • The Soapbox: What's my motivation?

    by 
    Mike Foster
    Mike Foster
    09.24.2013

    If you play MMOs, odds are good that you're familiar with the classic "kill ten rats" quest trope. Kill quests are one of the most fundamental elements of traditional MMORPG design, and a great deal of modern and classic MMOs would have little to no content without them. Whether it's ten rats, ten wolves, ten bandits, or ten dragons, the basic gist of the quest is always the same: You, the seasoned adventurer, must eliminate animals or enemies for an NPC who for one reason or another cannot handle the task himself. MMOs are built on combat. It's difficult to design a full-featured MMO that engages players for years on end without some sort of PvE killing content; only a handful of MMOs have even attempted it. And while some would say the days of the kill quest are coming to an end, modern MMOs certainly aren't cutting back on killing in general. As a primary mechanic for advancing a character, slaying seems to be the most popular design choice. I don't have a problem with the bulk of my progression coming from throwing fireballs or bashing shields. I don't mind obliterating monsters in multiples of five. What I do mind, however, is being asked to kill without a good reason.

  • Breakfast Topic: What sort of zone would you create for WoW?

    by 
    Olivia Grace
    Olivia Grace
    05.16.2012

    I recently wrote a Breakfast Topic about your WoW Zone, where I asked you about your playing space. As I keep saying, I read all the comments on Breakfast Topics I write, and this time, one caught my eye in my eternal search for more Breakfast Topics. Commenter Mix had assumed from that BT's title that it would be about what WoW zone you would craft in the game if you had a free rein to do whatever you liked. What a great question! Mix reckoned a zone that would be "an addition to the Goblin Starting Area or the Darkmoon Faire ... a rickety run down amusement park taken over by Gnolls or Troggs or Undead ..." This sounds fantastic. I love the dark, eerie feel of the Darkmoon Faire -- in fact, I find myself far more drawn to shady, spooky zones than to happy, sunny ones like the plains of Mulgore. After massive overexposure to Firelands, I'm really not down with fiery zones, and I find forested zones a bit dull. The creeping blackness of the Sha in the Mists beta looks great, though; I like its incongruity in the lush world of Pandaria. I also love snowy zones -- I like how your tracks remain in the snow -- so I reckon I'd want to create something like Darkshire but in a snowy area, with dark, greenish-blue tones and ghostly figures in a frozen world. It would be like Narnia might look if the Ice Queen had her wicked way! What about you? If you could create a WoW zone from scratch, what would you make? The sky's the limit, and it definitely doesn't have to be inspired by existing zones. Go wild!

  • City of Steam browser title features unique steampunk world

    by 
    Jef Reahard
    Jef Reahard
    11.05.2011

    Steampunk continues to be a source of fascination for both game geeks and game developers, and the latest example of the phenomenon in MMO circles is a new title called City of Steam. An interview at Light Speed Gaming spills the beans on the browser-based title, which is being developed by a Chinese firm called Mechanist Games. If you've ever wanted to play a mechanical dwarf, or explore a world that is literally a giant machine, City of Steam may be your game. The setting is borrowed from a series of RPG books and incorporates all the elements of fantastical steampunk (plus a few novel twists) that fans of the genre have come to expect. "The world itself is a giant machine, and is, in fact flat. The elemental planes aren't found by mystical methods -- you can literally walk across the teeth of the world to reach them. The sun and stars are actually tethered to the world, orbiting as gyroscopic pieces of the superstructure of existence," according to the designers. Head to Light Speed Gaming for more on the setting and the game mechanics, and don't forget to view the video embed after the break. [Thanks to Soren for the tip!]

  • SWTOR dev builds mini-movies in Flashpoints

    by 
    Larry Everett
    Larry Everett
    02.04.2011

    We all know BioWare is acclaimed for the presentation of its games. Single-player games like Knights of the Old Republic, Mass Effect, and DragonAge have a way of capturing a player and immersing him in the world. How many of you have ever wondered what it would be like to invite your friends along for a ride on a BioWare game, too? This could be the key reason BioWare decided to make Flashpoints in Star Wars: The Old Republic. Jesse Sky is a world designer at BioWare Austin. In the most resent developers blog for SWTOR, he details what it takes to build a Flashpoint. He explains that it's not all about getting to the next boss fight: "Fighting through legions of enemies is part of what makes the cooperative gameplay feel heroic, but we find it helps if your enemies do more than just stand around waiting to be attacked." According to Sky, many players have run dungeons that have them wondering why they are there, with no sense of purpose. "We want you to feel like you are the heroes in a Star Wars action sequence, but we also want to give you opportunities to roleplay with your friends." Sky indicates again that SWTOR's emphasis is not only making a great game but also making a great story. Be sure to read the whole developers blog on the official Star Wars: The Old Republic website.

  • SWTOR devs answer your questions and release a preview for Deceived

    by 
    Larry Everett
    Larry Everett
    12.17.2010

    It's Friday again. That means the community team at BioWare has been working frantically all week to give you a tidbit of Star Wars: The Old Republic that will leave you satisfied yet still aching for more. With the release of Jedi and Tython impressions earlier this week, it was going to be hard to top the plethora of information streaming from that event. However, the team has come very close. We start with the monthly Friday update in which developers answer player questions: Studio Insider. On top of the behind the scenes article about building Coruscant by World Designer Eric Young, Director of Production Dallas Dickinson answered 10 fan questions. The questions that stood out to this reporter were the PvP related questions, and the interesting one was a question about leveling with just PvP. Dickinson stated, "We're big fans of multiple gameplay paths -- we don't want to force you to do one thing to advance. That means you'll level up whether you're playing PvE or PvP." The teaser of information doesn't stop there. The Official Star Wars website released chapter two of Deceived, the novel by Paul S. Kemp, to the public. This portion of the book leads the reader through Darth Malgus' attack on the Jedi Temple as seen in the SWTOR trailer. If the book intrigues you, Massively was able to review an advanced copy of the book, and chapter one is also available for your personal review. It's an exciting SWTOR weekend!

  • The Anvil of Crom: Squashing the negativity bug

    by 
    Jef Reahard
    Jef Reahard
    10.31.2010

    MMORPGs tend to attract a rather ranty segment of the gaming population. Actually, let me back up. MMORPG forums tend to attract a rather ranty segment of the gaming population. Whether or not a given game's general population is as perennially dissatisfied as the vocal folks on the official boards is a matter of conjecture, but conventional wisdom holds (and I happen to agree) that most of the people are contentedly playing while a subset are engaging in all manner of forum drama. Writers aren't immune to this negativity bug either, as occasionally things will rub us the wrong way about our favorite genre (or a particular game), and we'll feel the need to speak out. I've been battling this particular demon lately myself, and whether it's a matter of burnout, stress, or simply observing that a lot of things really do suck, I feel it's important to occasionally step back and examine why exactly I'm playing a particular game as well as spending a part of my professional life covering this genre. It stands to reason that I wouldn't be here if everything were all bad all the time, so this is as fine a time as any to highlight some of the good.

  • The Digital Continuum: Lost in worlds divided

    by 
    Kyle Horner
    Kyle Horner
    03.23.2010

    In the many MMOs I've played, the ratio between games that got world design right and those that got it wrong is surprisingly skewed towards the latter. Nothing kills the thrill of discovering a new online world faster than feeling like you're being kicked around seemingly unconnected environments without possessing any real understanding or control. This week's The Digital Continuum is aimed at discussing practical ways to address this problem. Obviously this is -- as per usual -- my personal opinion taken mostly from my brain and the experience gathering within it.

  • Zeppelin on its way to Thunderbluff?

    by 
    Mike Schramm
    Mike Schramm
    05.22.2009

    That's right, when a player suggests that maybe a zeppelin should be flying around the Tauren city of Thunderbluff, Kisirani says only, "Okay." So, a zeppelin is coming to Thunderbluff? Certainly seems that way.Makes a lot of sense -- Tauren originally had Plainsrunning, and if you've ever made that jaunt through their starting area, you'll know just how many plains you have to run across (of course, they didn't actually get it until level 40, so it wouldn't have helped them much there anyway, but still -- it's a run). And while you can pretty quickly fly into TB from Orgrimmar, it wouldn't hurt to have another point of departure. Kisirani doesn't say where the zepp will go, but maybe a flght up to Northrend wouldn't be out of the question either.Wow, we got all that from "Okay." Behold the power of Kisirani! Maybe it doesn't mean there's a zepp on the way, but if that's the case we'd be happy with just a cow-tapult.

  • Disappointment with the patch 3.1 game world

    by 
    Alex Ziebart
    Alex Ziebart
    05.07.2009

    The last few days I've been wracking my brain trying to figure out why I'm not particularly enjoying Patch 3.1 when I'm doing something besides raiding Ulduar. I should be enjoying it! When I first checked it out on the PTR, I was extremely excited about it. The Argent Tournament especially. The whole jousting deal, the Arthurian themes, the potential for story progression, the whole thing. It looked great! Unfortunately... I'm finding it pretty boring.The Argent Tournament feels lifeless. Completely and utterly lifeless. I say it all of the time, but patch 2.4 was my favorite patch of World of Warcraft thus far, no contest. Patch 2.4 brought me more joy than even the Wrath launch. Not only did it have content for absolutely every aspect of the game, but it also actually changed the world. Storylines progressed in an in-your-face way. Sure, patch 3.1 moved the Ulduar and Yogg-Saron story forward, but would you know it if you didn't read fansites or watch the patch 3.1 cinematic? What's different? What indicator is there that something new is happening in the Storm Peaks?

  • GDC09: User generated stories in shardless worlds

    by 
    James Egan
    James Egan
    03.25.2009

    Massively checked out an interesting session at GDC 2009 titled "User Generated Story: The Promise of Unsharded Worlds" by James Portnow, CEO and Creative Director of Divide by Zero. His talk was part of the Worlds in Motion Summit, and focused on how single worlds and their shared space can also give rise to shared stories. Portnow discussed ways that game designers can encourage and enable players to tell their own stories within the virtual space. *** The storylines we've seen thus far in MMOs aren't yet tapping the potential of massively multiplayer online games, Portnow relates, largely because they're not capitalizing on an MMOs greatest asset -- its players. Portnow says, "We haven't achieved stories that really rely upon the core of our media, the playerbase that a MMO environment environment gives us. We haven't achieved player-driven stories really directed by players themselves. And lastly we haven't achieved meaningful stories."Why do people skip the quest text? It's because they have no stake in it. Unlike the experience they get from single player games, their actions don't affect the the world they play in. Story, then, doesn't add to immersion and thus players don't feel engaged by quests. The solution then is to unshard worlds and give agency back to the players, with real choices, real consequences, and less restrictions. %Gallery-48460%