In another kind of cray idea, I wanted to write a bit about Storybricks and what we wanted to do with it. It’s a concept I think still has a place in game development, but it was perhaps a little ahead of its time.
20 August, 2018
11 August, 2018
Usually in games we try to compare one thing to what we already know. Genres are a great example of this: both DOOM and Bioshock 2 are FPSes, but they are different from each other in many ways.
So when it comes to RP in MMOs, we might try to compare it to other forms. Let’s take a look at how it’s different.
9 August, 2018
Okay, a few days ago we looked at RP in MMOs and why people RP. Now let’s take a look at how MMO designers can make games that are ready for RP. These ideas are based on my own experience RPing in FFXIV through the eyes of a developer.
So how can we give players better tools to help facilitate better RP in the game? I’ll give examples from FFXIV, but many of these could apply to just about any game.
7 August, 2018
I think it’s important to think about why people RP when we look at role-playing. Of course, it gets a little dangerous to make too many ground pronouncements without data, but sometimes observation and experience can help make sense of things.
So, let me share some of my observations about why people RP in MMOs.
6 August, 2018
Role-playing in MMOs is an interesting thing. Despite the “RP” in MMORPG standing or role-playing, the origin of this comes from computer RPGs where the focus was more on mechanics than collaborative storytelling. MMOs adopted this, taking the mechanics and world building but not leaving much room for structure storytelling between players.
But this has been tried before. UO was notorious for expecting players to clean up and bring justice to those who broke social norms. Eventually the developers realized this wasn’t going to work, because the cost to create mischief was much lower than the cost to enforce social norms. And some players exploited the system to take advantage of mechanics to let them create mischief while remaining untouchable by the enforcers.
So, let’s take a look at RP options in MMOs, with an eye to how a designer could improve the experience.
4 August, 2018
The past two days I’ve talked about how MMOs do stories wrong, and why they do stories wrong. And there have been some great comments I’ll reply to soon.
So, let’s talk some solutions to the problems I’ve brought up the last few days. How can we go from stories that feel like more of a chore or a diversion to stories that are a meaningful to the player?
3 August, 2018
Yesterday we talked about how they get story wrong, but why do they get it wrong? Although the favorite answer may be “because developers are stupid”, there are actually some very good reasons why developers create the type of stories I pointed out yesterday.
Let’s take a look at some development realities when creating stories for MMOs.
2 August, 2018
Most of the recent MMOs have had a strong story component, a central narrative told by the developers. FFXVI has it’s Main Scenario Quests (MSQ) that gate progress through the game as a quite obvious example. WoW has story told through quests, environment, and dungeons. GW2 has story that is the main focus of your progression through the world as well.
But these games tend to get the stories wrong. Let’s take a look at how these go wrong.
1 August, 2018
Okay, so… it’s Blaugust. And I’ve neglected this poor site quite severely. So, here’s an excuse for a flurry of posts for the month!
Let’s catch up a bit, shall we? It’s been… let’s ignore that stat for now, shall we?
3 January, 2018
I guess it’s time to look at the old year in review and the new year in anticipation since I remembered I have a blog!
The spirit moves me to write a little bit to keep some of you who check this site interested!