You know that feature you hate in your favourite MMO? It could – in another game – be the best thing about it.
That’s one of the controversial things bloggers have been saying this week about MMO game design – along with discussions of what the “best” MMO content is, how long MMORPGs should be maintained for, and whether MMO combat is as boring as it’s sometimes painted…
- Zubon writes a fascinating article looking at the way that awkward, inconvenient or downright bad systems can actually work to a game’s advantage – ” You opened up your inventory, you opened your target’s inventory, and you dragged items one at a time. Why do this when most games were moving towards fast looting of entire groups of enemies with a single keystroke? Because Darkfall was a PvP game where you were meant to be vulnerable while looting your victims. “
- Syncaine argues that the best MMO content is always that which you’ll play time and time again – “But that genre aside, if you really are designing an MMO, or you really are looking to play an MMO, reusable content is the key.”
- Inspired by the death of City of Heroes amongst other things, Tobold joins the discussion over when an MMORPG should be “sunsetted” – ” I don’t think a MMORPG should be abandoned just because it wasn’t quite as much a money maker as expected. But it needs to make more money than the cost of capital to be not a financial burden to a company.”
- And Gordon at We Fly Spitfires takes on the “MMORPG combat is boring” canard, arguing that it’s mostly made tedious through repetition – “There’s only so many times you have play the same encounter over and over again before you get fed up, no matter the genre. “
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