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Standing Stone Games | Official Site
MMORPG | Setting:Fantasy | Status:Final  (rel 04/24/07)  | Pub:Daybreak Games
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Developer Diary: Anatomy of a Cluster

Posted by Keith Cross on Nov 05, 2008  | Comments

Developer Diary: Anatomy of a Cluster -

Turbine has posted a new dev journal which looks at the game design principals behind the new content in The Mines of Moria, the next expansion for Lord of the Rings Online.

When sitting down to plan the Mines of Moria, we realized that we had come far in our game, but there were still improvements to be made. We read the forum posts, heard the feedback, watched the competition, and came up with a system for our instance and raid players that we think will be to your liking. Gone are the days of behemoth instances that take fifteen hours to complete, with people begging on the LFF channel. Welcome to a new era of fast, exciting instances that provide lots of loot, lots of challenges, and a steady growth pattern in which players can learn, adjust, and gain tactical skills.

One of the things we haven’t had a chance to do with our instances in the past is establish a sense of progression. The instances got more difficult, yes, but they also lacked the ability to train players to become better, and they did not encourage players to use the skills they learned to defeat the next bosses. We also simply did not have enough of them at the highest levels to support people who were capped. Being able to create a sense of what’s next and help guide players from one instance to another is really important. We’re going to be doing this in Mines of Moria through progression, clustering, “hard mode,” and yes, loot.

Read more here.

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