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MMO Underbelly: Content Design

Posted May 29, 2009 by Dana Massey

MMO Underbelly: Content Design

This week's edition of the MMO Underbelly allows Sanya Weathers to pry into the world of Content Design and how it's really done. Check back each Friday for another edition.

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.”

Read it all here.


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