Nov 15 2008

Not Blocked, Just Busy

Published by Cambios under Meta Edit This

Ril asked this question in a comment: “Writer’s Block?”

That is a good question, but it is not the problem. I have been super busy with work MAKING games lately, and haven’t had time to write about them. I also haven’t played any new games since Spore, so I haven’t had reviews to post for you either. Tsk tsk on me.

I have also been hoping that if I gave Today.com a little time, they’d release a few new style setups that would make post and comment formatting a little prettier. I am going to take a look at that today and see if they added anything.

So, are any of my readers still checking here? If so, drop me a comment. Feel free to suggest a topic you’d like me to address from a game developer’s perspective.

I probably will not be able to post as many anti-WoW raiding posts, since I have no plans to buy their expansion. As a result, my knowledge of the game is going to fall way behind, and it will be very easy for the die hard supporters to rightly say “You don’t know how the game is now.” Of course, they always say such things even when the game is not fundamentally different. I mean the first expansion did not make fundamental changes, and from what I have read the second one will not either. And why should it? They have millions of customers who like the game the way it is. Fundamentally changing it would be unfair to all those customers. Let someone else make a different style of MMO and let people who want something different play that. That is why I don’t understand Blizzard’s recent habit of unleashing their PR blitzkrieg to slam any new MMO that comes out. It is good for Blizzard if customers have choice - even their customers.

AddThis Social Bookmark Button




9 responses so far

Sep 18 2008

Spore - A Review and a Lesson to Developers

Published by Cambios under Game Design, Review Edit This

SporeSpore is the recently released game from game design genius Will Wright. Reviews have been somewhat mixed, ranging from good to great, with a few occasional mediocre reviews. For the most part, I think this is due to excessive hype, and the impossible expectations caused by following The Sims. But make no mistake, Spore is an excellent game. I recently completed a review titled: Spore - A Detailed Review of the latest Will Wright creation. An exerpt:

The open ended gameplay, the enormous variety of options, the opportunities to express one’s creativity through creation or storytelling, and the sheer fun and joy you get from playing Spore are all major reasons this is such an excellent game. The potential for replayability is great, while the potential to keep playing a single game is equally great.

There is a lesson for all POW developers from Spore. Give your players a way to express their creativity and imagination, and you give them unlimited content. Probably the only thing still keeping City of Heroes alive is the amazing character and costume creator. It is a shortsighted shame when a POW fails to give its players tools to create their own content, customize their characters, and customize some part of the world (generally a house, but other options are good as well).

AddThis Social Bookmark Button




10 responses so far

Sep 10 2008

Gamers are exceptional people.

Published by Cambios under Gaming Industry Edit This

I have always felt that my customers at Threshold were exceptional people. For over a decade, I have found them to be intelligent, creative, interesting, and for the most part successful people. I never doubted these conclusions, but I do so love being proved right.  Tongue out  A research group headed by Dmitri Williams (and sponsored by the National Science Foundation) was given unprecedented, anonymous access to almost every bit of data SOE (Sony Online Entertainment) had about its customers. SOE gave them “full data logs generated and collected by the world Everquest II.” This amounted to many terabytes of data that they hosted and analyzed on supercomuters at NCSA . They have begun releasing some of their findings , and they are impressive though not surprising. Inspired by Raph Koster ’s list of his favorite findings, here is mine:

Continue Reading »

AddThis Social Bookmark Button




10 responses so far

Sep 09 2008

POW = Persistent Online World

Published by Cambios under Gaming Industry Edit This

Stop Sign from www.freefoto.comI absolutely despise the MMORPG acronym. It is virtually unpronounceable. It is too long. Perhaps worst of all, it does a poor job describing what a Massively Multiplayer Online Role Playing Game really is, or what is most distinctive about it. I started a discussion recently on a game developer mailing list in which I sought a replacement for MMORPG. My favorite response suggested POW for Persistent Online World (thanks, “cruise“). In this article I will break down the flaws (as I perceive them) in the term “MMORPG”, and then I will explain why POW - Persistent Online World - should supplant it.

Breaking Down the atrocity that is “MMORPG”

Continue Reading »

AddThis Social Bookmark Button


18 responses so far

Sep 08 2008

Muckbeast: Blog Issues

Published by Cambios under Meta Edit This

The purpose of this post is to discuss a few functional things with my readers here to try and make Muckbeast a more enjoyable blog.

Continue Reading »

AddThis Social Bookmark Button


18 responses so far

Sep 03 2008

Bad Design: Making Your Own Content Obsolete

Published by Cambios under Arrogance, Game Design Edit This

Content creation is widely considered the most time consuming and costly area of MMO/MUD development. I agree with this. In graphical MUDs, you have animations, mob AI, scripting, zone design, and all the additional graphics and visual effects that go along with zones, powers, items, etc. These are very expensive. In text MUDs, you have to craft a story, you have tons of writing to do, and all of it has to weave together in a legible, clear, enjoyable way. The creative aspects of all that writing take a lot of time. Then on top of that, you have the minutiae of making all the rooms, linking them, describing the tiny details so they don’t seem ignored or drab, and all that.

The DeadminesSo bearing this in mind, why do so many developers deliberately make their own content obsolete? And why do they often do it at such a rapid clip? The trend these days is for games to encourage you to race to the cap and then sit. Then they want you to make alts, or farm gear. Soon enough, the population is top heavy at the level cap, and nobody visits 90% of the game. If someone makes a “real newbie” character, everywhere they go is vacant.

Continue Reading »

AddThis Social Bookmark Button


29 responses so far

Aug 25 2008

Hellgate: London is an official failure. Why?

Published by Cambios under Business Models Edit This

Hellgate Templar Relaxing Flagship Studios is in its final death throes, and the post mortems and blame games are in full force. Recently some major players in the utter failure that is Hellgate: London finally spoke out. Of course, the interviews and statements were full of the usual weak excuses: players were not patient enough with us, evil internet people unfairly slammed the game, we were misunderstood, blah blah blah. The Electronic Arts mouthpiece was specially bad since he completely ignored the main reason the game failed: its completely idiotic subscription model.

First we have the words of EA’s David Demartini:

Continue Reading »

AddThis Social Bookmark Button


19 responses so far

Aug 22 2008

Age of Conan is a hot mess - my review.

Published by Cambios under Arrogance Edit This

Age of ConanAs I noted in one of the comments, I have also taken a few writing jobs elsewhere. Occasionally I will link to the articles here and then open things up for discussion. I recently had a 4 part review of Age of Conan published , and I am not spoiling much to tell you the review is far from positive. In fact, I’d say my review is downright savage, but that’s hardly my fault. Age of Conan is a disaster of almost epic proportions. Bloated, inefficient code (32 gig install, and it runs poorly even at recommended specs), terrible design choices (the much hyped combo system is a wreck), bugs, and missing features are just a few of the problems. In my review, I did not even have time to address the weak PvP or the rampant sexism.

Continue Reading »

AddThis Social Bookmark Button


29 responses so far

Aug 20 2008

The dumbing down of gaming. MUDs, MMORPGs, Virtual Worlds getting easier by the second.

MoronA very disturbing trend in the MUD, MMORPG, Virtual World marketplace is the steady dumbing down of gameplay that doesn’t show signs of stopping. With each new generation of games, they get easier and easier and are more about pure time investment than skill.

Meaningless Death, Excessive Quest driven advancement, Rapid Advancement Speed, and Hyper Specialization are all areas where the dumbing down of online games has really gotten out of control. I’ll talk about each of those things in this article.

Continue Reading »

AddThis Social Bookmark Button


34 responses so far

Aug 17 2008

Raiding Provides a False, Deceptive Sense of Real Accomplishment

Published by Cambios under Game Design, Rants Edit This

I had so much fun trashing raiding as it exists in current graphical MUDs over here, I might as well take another hack at it. I will explain how raiding as it is generally implemented in graphical MMOs provides a false, deceptive, and personally damaging sense of accomplishment.

Charge!

False Sense of Accomplishment from Raiding

One of the very serious, negative effects of the current design of “raid content” is the false sense of accomplishment it gives people. I was checking a couple of WoW blogs recently, and many of them have gigantic, gushing stories about the enormous sense of glory and accomplishment they felt when they finally downed some boss that had been wiping them for weeks or months on end. The way posters glowingly patted themselves on the back you’d think they had just earned a huge promotion at work or won the Nobel Prize.

Continue Reading »

AddThis Social Bookmark Button


87 responses so far

Aug 14 2008

Why do people pirate games?

Published by Cambios under Gaming Industry Edit This

A small game developer (Cliff Harris of Positech Games) recently made a serious effort to talk to pirates and find out why they steal games (and specifically, why they steal his games). A full recounting of his findings can be read right here.

.

arrrrrrI am really glad to see another developer actually trying to look at piracy in a calm, rational manner. I am getting pretty fed up with PC developers and PC Media (I’m lookin’ at you, PC Gamer) crying over and over that piracy is killing PC Gaming.

Continue Reading »

AddThis Social Bookmark Button


23 responses so far

Aug 13 2008

Players ARE content.

Published by Cambios under Game Design Edit This

One of my new mantras as a game developer is the belief that players are content. Developers who ignore this do so not only at their own peril, but to the disappointment of their own customers. What do I mean by saying players are content? I mean they provide at least as much (and probably more) entertainment for your customers than any actual content you create as a developer. In a fashion, the game you design attracts a certain type of player, and those players take it from there to keep each other amused and entertained.

Continue Reading »

AddThis Social Bookmark Button


10 responses so far

Aug 12 2008

Fed up! Raiding sucks as a sole form of end game content.

Yawn... raid time?I love MUDs, MMOs, virtual worlds, (insert your favorite term). I love making them. I love playing them. I love talking about them. I hate raiding. I hate the current obsessive focus on a MUD’s “end game.” There shouldn’t be an end game. The draw of open ended, online multiplayer worlds is that they don’t end. But the constant dumbing down of MMOs is such that people expect to be able to race to level cap and then participate in the “real game.” I’m going to put aside the fact that I find this absurd, and focus on the current popular form of “end game”: raiding. Oh, and I intend to utterly savage the concept of raiding as currently implemented in MMOs.-

Ok… I lied a little.

Continue Reading »

AddThis Social Bookmark Button


37 responses so far

Aug 11 2008

Summer Doldrums in MUDs, MMOs, Online Games, and Virtual Worlds

It is a commonly held belief that usage drops for MUDs, MMOs, Online Games, and Virtual Worlds in summer time. The reasons are somewhat obvious - people want to go outside, college kids go home and have less internet access, younger people take on summer jobs, families go on vacation, etc. With all of those things taking up people’s free time, they just don’t login to their favorite MUD, MMO, or Virtual World as often. I think all of these reasons are real and significant. In over 12 years of running online MUDs/MMOs/Virtual Worlds commercially, I have noticed drops in usage over the summer.

.

But what about the ancillary effects of this phenomenon? Other than simple usage drops, how does this affect the gameplay on MUDs, MMOs, and other online games? I have been reading more gaming blogs than usual lately, and one of the more interesting negative effects of summer appears to be GUILD HOPPING.

Continue Reading »

AddThis Social Bookmark Button


8 responses so far

Aug 10 2008

If it ain’t broke, you better not fix it.

Published by Cambios under Game Design Edit This

This well known saying is true for many situations, but it is especially true (in most cases) for people who make or run MMOs. Sadly, this doesn’t stop developers from frequently tinkering with aspects of their game that people already like the way it is. This kind of nervous, pointless, busy-body meddling is rarely a good thing. Some developers should be forced to take a dose of ritalin before they sit down to work in hopes of preventing this sort of misbehavior.

Tinkertoys!So why exactly is this kind of tinkering a bad thing? Before I list some reasons, let me define “tinkering” for the sake of this post. Tinkering is when a developer makes minor or major changes to a system, zone, ability, class or other content that is already well liked, popular, balanced, and functioning properly. So, why is tinkering bad?

Continue Reading »

AddThis Social Bookmark Button


7 responses so far

Aug 09 2008

Illinois Passes MMO Cancellation Bill

Published by Cambios under Gaming Industry Edit This

bait and switchThe Illinois House and Senate have passed a law requiring that online games give users a clear, safe way to cancel their subscriptions. The impetus for this bill was an Illinois alderman that had a tough time canceling his son’s Final Fantasy XI account. Full text of the bill can be read here, but the main crux of the bill is:

An Internet gaming service rovider must give a consumer who is an Illinois resident the following: (1) a secure method at the Internet gaming service provider’s web site that the consumer may use to cancel the service, which method shall not require the consumer to make a telephone call or send U.S. Postal Service mail to effectuate the cancellation; and (2) instructions that the consumer may follow to cancel the service at the Internet gaming service provider’s web site.

(Warning: Prepare for Rant)

Continue Reading »

AddThis Social Bookmark Button


12 responses so far

Aug 08 2008

Serious Academic Analysis of RMT

Published by Cambios under RMT Edit This

gimme gold plxA major research paper has just been released that is making a log of noise in the online gaming/virtual world blogosphere. Richard Heeks of University of Manchester has done extensive on just about every aspect of gold farming that is popular in current MMOs.

Continue Reading »

AddThis Social Bookmark Button


3 responses so far

Aug 08 2008

Lets dig into the muck!

Published by Cambios under Meta Edit This

warriorMy name is Michael Hartman, and I own and run Frogdice, Inc. - a game design company founded in 1996 that makes online role playing games. For many years I have wanted to start a blog about game design and the gaming industry. At the urging of my wife and some friends I am finally doing it.

Why the name Muck Beast? It sounds like a gritty, online gaming type monster (we have them on Threshold!), and names like that tend to stick in people’s memory better. Also, discussing complex issues like game design require that you roll up your sleeves and dig into the muck.

Continue Reading »

AddThis Social Bookmark Button


7 responses so far


 
Gaming at Today.com