|
|
 |
| [Nov 26, 2012, 11:13 am ET] - Share - Viewing Comments |
TechCrunch - The Gameplay Is The Gameplay. Always. Thanks Ant via Slashdot.
The fun factor is about more than making a game is amusing or full of pretty rewards. If your game is a dynamic system to be mastered and won, then you can go nuts. If you can give the player real fun then you can afford to break some of those format rules, and that’s how you get to lead rather than follow the market. If not then be prepared to pay through the nose to acquire and retain players. Your format strategy won’t matter as your game will lose users regardless of what you do.
games.on.net - Ten lessons that other MMO developers must learn from the death of City of Heroes.
As somebody who purchased the City of Villains Collectors Edition at full retail price back in the day, the transition to free-to-play left me less than impressed. My main character, a Mastermind class with a sweet personal army of ninja, was locked out to me… because I hadn’t purchased the ability to have Mastermind characters. Yet my (many) alts were available to ‘unlock’ simply because they were non-paid classes.
#AltDevBlogADay - What they DON’T tell you about being a game developer.
Because of this unique perspective of having a relatively successful title (despite not yet being released) on my first ever attempt, I haven’t yet developed the pessimism that often comes with being an experienced indie game developer. This has led me to want to write this new thought piece, which goes into all of the things that they DON’T tell you about being a game developer. If you want the short and sweet version, feel free to skip to the end.
Post Comment
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
 |
| 7. |
Re: Op Ed |
Nov 26, 2012, 17:14 |
The Half Elf |
|
|
Cutter wrote on Nov 26, 2012, 12:06:
Not only does the game let you make your own costume(s) and bases, but you can also design your own missions. And let people play in them. Why isn’t this more of a thing yet? Why are we still waiting on Neverwinter to come along, and having our minds blown at the very concept of an MMO toolset that allows you to create your own content? Why is this even a thing?
Heads-up, developers: people love user-generated content. That, among other reasons, is why Minecraft is so successful and still selling something like a thousand copies a day: because people like to see what other people have made. Especially if they can walk around in it and play with it, and fight against it or blow it up. I know you want to spend your publisher money on a huge world and scripted cut-scenes and a story that — let’s be honest, not many people will really pay attention to — but let’s try something different and give players the keys to the kingdom.
Hell, why do you think people still play the original Neverwinter Nights online? Hint: it’s not for the graphics. A-fucking-men. It boggles the mind there isn't a new NWN style game out and that MMOs don't come standard with game editors for user created content. And yes, they should also take a page from CoXs character creation too. That was the absolute best part of the game!
Und wir sind dann Helden! Für einen Tag! The begining of the downfall for City of Heroes was allowing Farming End Game (at the time) and then allowing people to make their own missions to farm even worse. Go into a mission sit by the exit and in a few hours be max level. But still has the best character creation/costume system (still better then Champions Online). |
|
 |
|
|
|
|
|
| |
|
|
.. ..
Copyright © 1996-2013 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.