Trending Games | ArcheAge | WildStar | Elder Scrolls Online | Age of Wushu

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,797,203 Users Online:0
Games:723  Posts:6,195,635

Show Blog

Link to this blogs RSS feed

Camelot Unchained Revealed

Follow my journey in Camelot Unchained.

Author: gylnne

For those of you who are new to Camelot Unchained I am posting Mark Jacobs Foundational Principles again.

Enjoy!

 

our players are not children and this is not an intersection crossing. Over the years many MMORPG designers, me included, have employed various devices and mechanics in order to increase our games’ subscription base.  We removed points of frustration (I termed them “quit points” at Mythic), sped up the leveling curve (the argument being that games should not be harder to level than WoW), highlighted evolutionary or revolutionary new features to differentiate our games from our competition (extremely guilty as charged your honor!) and others too numerous to describe here.

  While this has brought about some very good innovations, it also resulted in the vast majority of MMORPGs becoming easier to player, simpler to master and more “hand-holding” that their earlier brethren. These mechanics include speeding up of travel time (Players: “I don’t want to have to walk 20 minutes to get into the action because it feels like we are moving through mud”), lack of meaningful and/or punishing death penalties (Players: “OMG, I died because your random number generator is broken!  It’s not my fault!”), fast leveling systems (Players: “I don’t want to max my character 12 months from now; I only play once a week”), auction houses (Players: “Don’t force me to interact with other players to sell/buy stuff.

 I have to do that in RL, I don’t want to do that in a game.”), easy to follow quest directions with full signage included (Players: “I don’t want to explore the world to find this NPC.  I don’t have that much time to waste!”), etc.  Players of course, relayed those “Player” statements to us back in my Dark Age of Camelot days on forums and through feedback/chat/Q&As/etc.

 Now, none of these techniques is morally or ethically bad (since what is challenging for one gamer can be total frustration for another) nor are many players’ desires for an easier and faster playing game; and as a designer/developer/player, I absolutely agreed with some of them.  However, with the implementation of some of these techniques, much of what made earlier MMORPGs and RPGs unique and challenging was lost.

Continue reading here: http://camelotunchained.com/en/foundational-principle-3/

MMORPG.com writes:
Login or Register to post a comment