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 Thread (17 posts)
Stradden  5/17/07 10:46:04 AM

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Carolyn Koh's most recent article from the Online Game Developers Conference investigates the idea of player creativity in MMORPGs, pointing to games like: Second Life, Pirates of the Burning Sea, Lord of the Rings Online, and more.

One underlying theme in many of the panels I attended and the meetings I had (admittedly, with Community folk) was the need to engage and serve the player community. Building loyalty is the keyas each game seeks to grab and hold the imagination of the fickle MMOG player of today, distracted as they are by the myriad choices available to them.

"User created content is one way of engaging our community," Troy Hewitt, Director of Community Relations at Flying Lab Software told the audience during his panel. "We use player created and submitted sails and ships in Pirates of the Burning Sea."

Read Carolyn's whole article here.

Cheers,
Jon Wood
Managing Editor
MMORPG.com

Nimr0d23  5/17/07 12:01:41 PM

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How I hate when I see my clones in an MMO, only deferences mostly the clothes, in many MMO's even the clothes are the same too.
nimrodina Xfire Miniprofile
Sandcastle  5/17/07 1:15:41 PM

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I am a little sand pudding.

Allowing user-generated content simply is an inevitable future, and the next step will most likely involve how to create an environment that provides feedback to the creator-players for them to improve their creations and prevent a grey goo of ugly creations that are insulated from constructive critiques.
 
Itanius  5/17/07 4:38:13 PM

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What is a "Communy"?

I see entirely too many spelling and grammatical errors in the articles on this website. It's sad...

RayCobra  5/17/07 5:53:46 PM

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Sometimes the simplest solution to a problem is a change in ones point of view.

I realy like the fact that the makers of games are looking at the creative aspects of the players. i always hate games that have a 100 people looking the same.

I do think that Star Wars Galaxies had a good idea to not only let people make stuff but also alowed to color it in the way they saw fit.

Like armor that was pink if you wanted however it was only a hint of what could have been done had then given the users more options for skinning and less on variations in stats it would have been een even beter and more fun experience.

The problem is with games that give people choices,they must  also look at the choice they give.

as a example :

A person in a game is a crafter of armor but what are the choices he/she gets ?

Most games only give him/her choices between diferent stats, cloth = caster, leather = range or hybred class and  mail/plate = warrrior type (most of the time) so all the person can chose when making a armor is what type of armor do i make for what class and what gives this armor the best bonus for that class.

This way it turns in a arms/armor race to get the best stats, how it looks, most don't care(except a few like me ).

If he/she could make the armor look special by changing things like color or even some texture, the armor could be made in a way that everybody could say, hé is that a armor made by "whatshisface".

This way the crafter would not be making generic armor 5 but could be making designer pieces.

He or she could even be called a designer and no longer a armor crafter.

As most MMO's are about alternative lives would it not be a good idea to give the people that do care about the looks of this virtual live the choice on how it looks ?

Id say yes there are some games that have tryed, SWG and now Lords Of The Ring Online are giving the player the option to color there armor (color kits and dye's).

And i like that idea but that option must also be given to a crafter not only the user of the armor and is it realy that hard to add the option to give crafters some more options to change the look of a armor beyond than of male or female(aka full body, bikini).

As i look at char creation of some game i see a lot of choice in clothing but ones you get in there,that choice is almost always gone (with the exception of maybe city of hero/villan).

And this is only looking at armor, same goes for weapons, housing, vehicles, landscape and so much more. 

I know that making MMO's is a lot of work but giving the players the tools to help can remove some of that load.

so i hope that more MMO makers look at the options in the game when it comes to creativity and allow for more choice, as being able to contibute to a game makes me part of it, anything else is me looking in and that gets old fast.

 

 

Sometimes the simplest solution to a problem is a change in ones point of view.

mrw0lf  5/17/07 7:05:04 PM

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Cant believe Ryzom Ring didn't get a bit more of a mention in the article tbh.

-----
Everything that has a begining, has an end.

tunabun  5/17/07 8:23:01 PM

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"Sycophant since 1537"

Originally posted by Itanius
What is a "Communy"?

I see entirely too many spelling and grammatical errors in the articles on this website. It's sad...

Was just about to post that.  Guess it is time for us to apply as volunteer staff members.


To clarify, the link to the article on the FRONT PAGE of this site has a spelling error, it states:
Creativity in MMOs: Engaging the Communy


Please correct it.  Thanks.



- Burying Threads Since 1979 -

Rayx0r  5/18/07 12:01:40 AM

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The developers of Turbine's Lord of the Rings Online found that players enjoyed its music creation system so much in beta testing that it became a feature at launch with devs dedicated to its improvement and function.


more specifically, this system was not part of Lord of the Rings, but Asherons Call 2.. a major flop.  Not sure if the person who did this interview misunderstood and is unfamiliar with both Lord of the Rings Online AND Asherons Call 2, or if this was just not elaborated enough.

I dont mean to critique, but I read this entire article which was basically a plug for some guys interactive website and this sentence caught me for a spin.

"You act like daffodil picking dwarves are anywhere out of the ordinary..."-Laura "Taera" Genender 2008

shava  5/18/07 12:09:26 AM

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You know, I really don't care if the music system was originally in AC2, it took off creatively in LOTRO (and helped to make it a successful game so far) -- not only in game but on youtube, on the forums, on sections of websites devoted to music system tablature, and being used for social/roleplaying events like the weekly Battle of the Bards on Landroval server.  The music system was a player-demand driven marketing boon to LOTRO (and much fun! ).

The point here is that the users embracing the music system led to a lot of creativity.  In case y'all missed it because you had to focus on the spelling and game development anthropology too much to read for comprehension -- the point of the article was to talk about gamer creativity in games.

*sheesh*
Give Ms. Koh a break...

Shava
 
Rayx0r  5/18/07 12:12:30 AM