I heard the same story, except it was Willie Bloomquist with the helpful advice.Ngruk said:Wow, he really said that? Interesting. I don"t know who you are or what you do so I won"t respond to that question here.
*ducks*
I heard the same story, except it was Willie Bloomquist with the helpful advice.Ngruk said:Wow, he really said that? Interesting. I don"t know who you are or what you do so I won"t respond to that question here.
I think the games being made these days are standing on the shoulders of giants. EQ1, and it"s other first gen compatriots set a good example of what NOT to do... WoW, EQ2 and the rest of the second gen games will get to skip a lot of the trial and error. I think Vanguard, which has the next 5 years mapped out already, will probably still end up being a second gen MMO... a very complex 2nd-genner, but 2nd gen nonetheless. Think for sure people will be playing WoW, EQ2, VG etc 5 years from now. And with the foreplanning that is possible with what is already known about how these games tend to evolve I wouldn"t be surprised to see their subscribers become more and more steadfast as the games get deeper and deeper.You can"t certainly think that we"ll all be still playing WoW in 5 years
I agree. But I don"t think there will be anything "new" about a game developed using the most current methodologies. It"s just going to the same rehashed game as another with different colored dark elves.I"d say that in 5 years people WILL be needing/wanting a new MMORPG to play
Lots of different things Curt could have meant with that comment, but my take... as a developer, one of the single biggest wastes of my time (and thus by extension, my company"s time and money), is having a designer/user/manager type on a project who has little-to-no knowledge of the technical aspects of how software is built. It"s obscenely frustrating to continually have to explain why you "just can"t do that". And unfortunately, the vast majority of these types truly believe they "get it" and know what"s best. (Kind of like on these forums =P).But on a different subject, you say financial nightmares aren"t from the salaries. Could you explain what those are, and if there is anyway for the employee to offset them? I know I"d work a second job to pay the rent if it were to get my foot in the door.
I would agree. One of the issues is that we are far past the "pure brainstorming" part of this, where a lot of would be designers see themselves fitting into the mix.Abalieno said:More than different people who take care of that, I think that should be just different phases of a process.
This is often done even in other disciplines distant from game development (like TV shows). You start from pure brainstorming, where even the more savage ideas are thrown together, and then you start prune them progressively till you arrive at something that makes sense and that is doable.
What I mean is that I think it"s actually useful to keep those moments separated, instead of trying to make everything work from the very beginning.
Actually I was describing a process from the point of view of an established company with an established game.Ngruk said:I would agree. One of the issues is that we are far past the "pure brainstorming" part of this, where a lot of would be designers see themselves fitting into the mix.
At this point having designers with technical know how is a pretty big deal, not 100% required but certainly something we pay attention to.
Sounds like an exciting challenge to me. I do a lot of that post "fun" stuff now in my current job. The only difference is I don"t get to design/code anything I personally find interesting. I"ve been known to daydream and create pages of game design docs while I compile.Gaereth said:Idea creation, brainstorming, project path are all things to be layed out and cut and trimmed and polished and tweaked until you have a game plan to follow. Then tech says they can"t do something without doing something else new, then something conflicts with something else, then an issue you didn"t forsee causes a revamp of idea80109a which cascades into all the surrounding ideas AND 2 cute little oddball things which won"t show up until 3 months down the road at which point no one knows where in the hell it came from. Things you thought you could do you can"t, things you didn"t think would work out do, both of which can make things more than interesting.
Once you get past all the "fun" stuff (brainstorming, creation, etc.) your trying to drive the project management bus to the finish line. Your juggling, dancing, putting out fires, creating fires, creating a new definition for flexibility and thinking on your toes, all the while attempting to maintain the integrity and soul of the product you envisioned in the first place.
In most ways, thats just business. But with the size and complexity of todays online games it is sometimes amazing the whole thing doesn"t just burst into flame.
QFE.MorinkhanMT said:I dunno, I guess my point is... there"s so much involved in designing and coding anything big like an MMO. For every detail that "armchair designers" bring up, there are hundreds or thousands of factors involved to actually implement it. Not saying they aren"t valid points, but that suggesting the idea is often only 0.0001% of the work involved.
And good sir, I"ll QFE for you!Moorgard Mobhunter said:QFE.
You can do all the planning and theoretical design in the universe, but trust me: when it comes down to actually populating a zone, implementing the quests inside it, creating the loot that drops there, and making sure it all ties together in a cohesive way that makes it feel like part of a living game world, all the armchair design stuff flies out the window.
It"s a totally different beast, and it"s really hard to appreciate the challenge of it until you"re actually tasked with doing it.
And populating a zone, implementing the quests and creating loot lists is a very, very, very narrow point of view on what game design is and its scope and meaning.Moorgard Mobhunter said:QFE.
You can do all the planning and theoretical design in the universe, but trust me: when it comes down to actually populating a zone, implementing the quests inside it, creating the loot that drops there, and making sure it all ties together in a cohesive way that makes it feel like part of a living game world, all the armchair design stuff flies out the window.
It"s a totally different beast, and it"s really hard to appreciate the challenge of it until you"re actually tasked with doing it.
And when you ask them how they found the magic recipe for Endless Stream of Quality Content and No Grind Ever what they say?RV: The key points that we"re gonna do that no one"s done before in an MMOG are bring story, character, and emotion to it. Decisions matter, and NPCs aren"t pez dispensers, and you"re not in a grind.
I don"t think it is. I think this aspect of design is HUGE, in both workload and concept implementation. I LOVE to play in a zone that has been populated with intent, quest lines that make me WANT to do them and layout and appearance that begs for screenshots. These things are, imo, being done well less and less. I was stunned playing my first MMO that re-used content, I couldn"t FATHOM who would ok something like that.Abalieno said:And populating a zone, implementing the quests and creating loot lists is a very, very, very narrow point of view on what game design is and its scope and meaning..
I am not real sure what some of the intent was here. What I did get from this is the view that an SOE Designer who participates in designing and implementing a design in a zone for SOE has a very narrow and limited view.Abalieno said:Even the fact that THERE IS a zone, that the zone is populated by quests and there areloot listsis already not a proven truth. That"s only ONE of the models possible, and one that today is particularly STALE.
So even your experience at SOE, which is absolutely unquestionable, is still a VERY limited point of view of what game design IS and the way you can portray a game. Your experience on EQ2, because of the derivative nature of that game, is very narrow.
If anything your experience can be a very good reason why the game you will build will look exactly like every other. Where what a designer do is solely about populating a zone, write quests and scripts and build loot tables as he was taught to do.
At this point things may sound as the other clueless guys that jumped between a bunch of projects before landing at Bioware to bring their TOTAL lack of ideas and inspiration there:
And when you ask them how they found the magic recipe for Endless Stream of Quality Content and No Grind Ever what they say?
That they hired NINE writers and will use instancing. OMFG!
See, this is to say that those guys, and I use those guys just as the today"s example, just cannot see things from another perspective. Despite THEIRS experience is ALSO absolutely unquestionable and to which your own pales in comparison, they have absolutely nothing to bring to the table if not a green monster envy of WoW.
So, is the experience useful to think of something new or just to fall in the mold of uninspired mediocrity?
Of course I hope it will be not the case.
Here:I am not real sure what some of the intent was here.
^ This is the box ^You can do all the planning and theoretical design in the universe, but trust me: when it comes down to actually populating a zone, implementing the quests inside it, creating the loot that drops there, and making sure it all ties together in a cohesive way that makes it feel like part of a living game world, all the armchair design stuff flies out the window.