Login:  Password:   Remember?  
Show Quick Gamelist
Games:397  Guilds:2,003
Members:1,144,651  Online:0
Guests:0  Posts:3,119,272

Sanya Weathers's MMO Underbelly: Content Design

Each week she looks behind the curtain at how MMOs are made. This week, we learn a thing or two about the reality of Content Design.

When people imagine getting a job at a game company, and picture themselves hard at work, what they imagine is usually some kind of content design. The most senior content design, the fun stuff that is frankly entirely hogged by the people who founded the company and their chosen lieutenants. Seriously, people go and start their own studios in order to do the stuff you’re imagining when you think of content design, because it is easier to design, eat ramen, and starve, than to wait for your own shot at joining the primary design team. But I digress. As usual.

Content design and quest design are closely related, but considered to be different teams. Well, that’s true at the MMO studios that haven’t completely given up on telling stories with “words.”

But don’t take that the wrong way. Telling stories with words is important, but content people are telling stories, too. In the last two days, I’ve played LOTRO, Free Realms, and watched someone play a little WOW. All three of those titles use animations, text, and pathing commands to create a sense of a living world, with NPCs interacting with each other in natural, interesting ways. As Mike Finnigan, a former content lead (now a QA lead) told me, “Quest designers usually have to be good writers and can fashion a story with text. Encounter designers fashion a story with the tools they have, [and they] know how to manipulate the tools to make things look cool.”

What might you do as a new member of the content team?

You will set up the towns, villages and cities. You’ll lay out the location of the NPCs, and put in the outlines that the quest team will color in. (There’s some overlap here, obviously, which is a less snarky/more fair reason why some companies have done away with the distinction between quests and content.) You’ll populate dungeons. You’ll set up the random encounters, with monster spawns and loot tables, that aren’t part of anything in particular. (Big encounters tend to have dedicated teams, and you, entry level person, will not be on it.) Quests might send you to an encounter, but an encounter is there whether you’re on a quest or not. You might do some writing, but for the most part you’re scripting.

Scripting: You’re using a variety of tools to tell each individual monster where it will spawn, where it will wander, how big that range is, what path it will take, what loot table it will use when it is killed, how large its aggro range is, whether its actions are connected with another monster’s, how often it will respawn, whether the spawn trigger is a timer or an event, what animations it will use outside of combat, and whether it is a placeholder for another creature. Players will be able to tell if you give up and slap fifty bears in one spot that are standing around waiting to die, so even at the most basic entry level content job, you’ll need to make use of creativity and vision every single day.

Sounds great! What’s the catch?

If you’re working on an established title, you will find yourself updating loot table formulas in thousand line spreadsheets, or running pathing tests for hours. If you’re working on a game that hasn’t launched, you might be designing your work in Excel, on a paper map, or on a whiteboard, with no clue as to the final dimensions and scale of the world.

If you have ever wondered how on earth a sane developer can send you on a forty five minute walk for bat wings at level two, the answer is probably that on paper, the bat spawn was next to the main castle, not the outer rim of darkness. Why isn’t this kind of thing caught in play testing?

Well, it usually is, but fixing it takes a backseat to finishing the last 25% of the game in the last 2% of the calendar. That’s the big dirty secret of entry-level content design on a brand new title. As I said, during preproduction, content people are often working on paper. Before they can work in the game, the zones must be designed by the senior people, objects must be built by the artists, and programmers must get everything running before the placement tools, loot tables, and script tools are implemented at all.

One entry level content person, who worked on what would have been a triple A MMO if it had launched, told me that in one year, he spent only six months working directly with the game.

Pages(2): 1 2

More Sanya Weathers's MMO Underbelly Features:

Sanya Weathers's MMO Underbelly - Anatomy of a Live Event Column added on Friday September 04
Sanya Weathers's MMO Underbelly - MMO Booby Prize Column added on Friday August 21

More Columns:

Player Perspectives - Space, The Final Farce Here? Column added on Friday November 27
Scott Jennings - Morality, Controversy and Video Games Column added on Wednesday November 25
The List - Five Ways to Know You're Just Not That Into It Column added on Tuesday November 24
Victor Wachter - The Failed Game Column added on Tuesday November 24

More Features:

Darkfall - Conquer the Seas Expansion Q&A Interview added on Friday November 27
Player Perspectives - Space, The Final Farce Here? Column added on Friday November 27
Runescape - Lead Designer Mark Ogilvie Interview added on Friday November 27
Global Agenda - Exclusive Screens: The Recon Media added on Friday November 27
World of Warcraft - Glory of a Hero, Part One Guide added on Friday November 27
Sanya Weathers's MMO Underbelly
Sanya Weathers was formerly the Director of Community Relations for Mythic Entertainment where she helped pioneer the field of community management. In a prior life, she was a noted MMO ranter.

For more from Sanya, check out her blog or her daily MMO reporting on The Examiner.
Recent Articles: More Sanya Weathers's MMO Underbelly Articles...
Popular Features:
The List : Five Under the Radar MMOs Column added on Tuesday November 03
MMORPG.com's Jon Wood takes over this list this week, taking a look at five MMOs... Read More
The List : Five Ways to Know You're Just Not That Into It Column added on Tuesday November 24
MMORPG.com's Jon Wood uses this week's list to explore five ways that a player can... Read More
The List : Top 5 Things Coming In WoW Patch 3.3 Column added on Tuesday November 10
We look at the top five things players should be drooling about in Patch 3.3... Read More
The List : Ten MMOs and Their Place In History Column added on Wednesday November 18
MMORPG.com's Jon Wood returns this week with another list, this time taking a look at... Read More
Star Trek Online : Exclusive Screenshots, Part Three Media added on Tuesday November 03
Cryptic provides us with three exclusive peeks at Star Trek Online. This week we get... Read More
Latest News:
Darkfall : Conquer the Seas Expansion Q&A Reported on Nov 27, 2009
Tasos Flambouras, Darkfall's Associate Producer, checks in to talk about "Conquer the Seas," Darkfall's first... Read More
General : Skelton: Space, The Final Farce Here? Reported on Nov 27, 2009
The lead up to Star Trek Online's Beta has been rife with controversy. This week,... Read More
Runescape : Lead Designer Mark Ogilvie Interview Reported on Nov 27, 2009
Runescape Lead Designer Mark Ogilvie tackles the bulk of this interview, while Jagex Co-Founder Paul... Read More
Global Agenda : Sneak Peek: The Recon Reported on Nov 27, 2009
This week, we bring you three themed images from Global Agenda, the upcoming sci-fi MMO... Read More
World of Warcraft : 5 Man Achievement Guide Reported on Nov 27, 2009
MMORPG.com World fo Warcraft Correspondent James Wood pens this quickie guide to the achievements from... Read More

Special Offers