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I'm confused... you feel the most important thing is what? It's not quite clear from your comments. I wouldn't want to assume anything or put words into your mouth... "Miss Elaine Eos" <[EMAIL PROTECTED]> wrote in message news:[EMAIL PROTECTED] > 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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