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In article <[EMAIL PROTECTED]>, [EMAIL PROTECTED] (VTES2004) wrote: > Many people will argue my following points and others will see these > as a beginner's observations. I am attempting to hear if there is a > consensus yet, in the unlikely event that there is. > > Premise A. Simple revision to what I consider "Golden Age" MMORPG > theory. > MMORPGs are not immersive. The fun *most* people experience comes from > the game mechanics. Agreed. ...But immersion helps give the player a sense of "ownership", "belonging" and helps peopel "get into" the game. These are important for both commercial success and for community building (which are related.) [snip] > This is not to say that gameplay is the end-all-be-all when it comes > to design. Turns out, it is. Game Play is EVERYTHING. Write that down. Read it often. Make a plaque... > If you put a player in front of 2 screens > 1. A game where you can be a 10 ft warrior or 6 ft feline > 2. A game where you are a blue or red dot > I think we can agree (without a comprehensive study) that players will > be more interested in game 1. ...Not if #2 has excellent gameplay and #1 has sucky game play. Game play is EVERYTHING. Write that down. Read it often. Make a plaque... Trust me. > Premise B. Avatar-attachement is prevalent across the entire spectrum > of gamers users and satisfies a basic need for immersion. ...along with a few other things, like a [mostly] self-consistent world and truely fun gameplay. Have I mentioned that gameplay is EVERYTHING? ;) > No additional design is necessary for good MMORPG design. "No additional" after what? Avatar-art? "Dat don' make no sense!" Gameplay. Write it down. Read it often... :) > If you tell a person that they can choose between an elf, a dwarf, and > an ogre, then you put them in space, with a ray gun...will they whine > that they can't name a space opera that has ogres or will they simply > start shooting at each other? "Self consistent game world." So long as you have a reason that elves & ogres are in space, you can make it work. So long as you have good gameplay. Never forget gameplay, it is everything. > I'm gonna get some brutal responses for B, but I'm looking for input > on my basic premises for MMORPG design. If I can't ask here, where? Here is fine. Gameplay. Gameplay, gameplay, gameplay. Gameplay is everything. Do not forget. If you have good gameplay, you can sell red & blue dots on a 2-D panel, using the old "paddle" controllers. If you have shitty gameplay, all the great art, sound effects & special effects aren't going to make it a game worth noticing. Gameplay is everything. Start your design there. End your design there. Do all your design there. Everything else will fall out of gameplay. -- Please take off your shoes before arriving at my in-box. I will not, no matter how "good" the deal, patronise any business which sends unsolicited commercial e-mail or that advertises in discussion newsgroups.
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