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> <channel><title>Comments on: Worldcon: &#8220;World of Warcrack&#8221; panel</title> <atom:link href="http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Overgame.com / 30.08.2006 / World of Warcraft : trouble in paradise</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-126881</link> <dc:creator>Overgame.com / 30.08.2006 / World of Warcraft : trouble in paradise</dc:creator> <pubDate>Wed, 29 Aug 2007 11:31:14 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-126881</guid> <description></description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] derniers jours est&nbsp;: pourquoi ce succиs&nbsp;? David Cole, de l&#8217;institut DFC Intelligence, et Raph Koster, ex-responsable chez Sony Online Entertainment (Everquest, Star Wars Galaxies) ont tous deux йtudiй [...]</p></div> ]]></content:encoded> </item> <item><title>By: пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ :: пїЅпїЅпїЅпїЅпїЅпїЅ World of Warcraft пїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅ</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-20666</link> <dc:creator>пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ :: пїЅпїЅпїЅпїЅпїЅпїЅ World of Warcraft пїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅ</dc:creator> <pubDate>Mon, 18 Sep 2006 14:25:56 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-20666</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...]  пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅ MMORPG пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅ пїЅпїЅпїЅ пїЅпїЅ-пїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ. &quot;World of Warcraft - пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ MMO пїЅпїЅ пїЅпїЅпїЅ, пїЅпїЅпїЅ пїЅ пїЅпїЅпїЅпїЅпїЅ-пїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅ&quot; - пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅпїЅ пїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ Ultima Online. пїЅпїЅ пїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅ пїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅ пїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅ: пїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅ пїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅпїЅпїЅпїЅ - пїЅпїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅ, пїЅпїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅ пїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ.   [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...]  пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅ MMORPG пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅ пїЅпїЅпїЅ пїЅпїЅ-пїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ. &#8220;World of Warcraft &#8211; пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ MMO пїЅпїЅ пїЅпїЅпїЅ, пїЅпїЅпїЅ пїЅ пїЅпїЅпїЅпїЅпїЅ-пїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅ&#8221; &#8211; пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅпїЅ пїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ Ultima Online. пїЅпїЅ пїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅ пїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅ пїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅ: пїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅ пїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅпїЅпїЅпїЅ &#8211; пїЅпїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅ пїЅ, пїЅпїЅпїЅпїЅпїЅпїЅпїЅ, пїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅ пїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅ пїЅпїЅпїЅпїЅпїЅпїЅпїЅпїЅ.   [...]</p></div> ]]></content:encoded> </item> <item><title>By: pyrhum.net</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-20103</link> <dc:creator>pyrhum.net</dc:creator> <pubDate>Fri, 15 Sep 2006 17:26:44 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-20103</guid> <description></description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Les idйes de Raph Koster sont de maniиre gйnйrale trиs intйressantes. Je vous conseille vivement son blog: <a
href="http://www.raphkoster.com" rel="nofollow">http://www.raphkoster.com</a> IL a aussi йcrit un bouquin qui n&#8217;est pas dйnuй d&#8217;intйrкt. Ca fait un moment que je lis ce qu&#8217;il йcrit et dit et je dois dire que je le trouve assez clairvoyant. Contrairement а beaucoup de gens dans sa profession, il semble avoir une assez bonne notion commerciale globale.Je vous conseille vivement ses avis concernant WoW par exemple, c&#8217;est assez plein de vйritй. Contrairement а beaucoup d&#8217;autres il ne critique pas mais admet le succиs et l&#8217;explique tout en expliquant pourquoi il est possible et intйressant d&#8217;offrir autre chose.Je trouve qu&#8217;il pose de maniиre gйnйrale les bonnes questions. Et c&#8217;est peut-кtre d&#8217;ailleurs зa la chose qui est apprйciable avec lui. C&#8217;est quelqu&#8217;un qui questionne beaucoup et explique beaucoup sa faзon d&#8217;arriver а ses conclusions, trиs pйdagogique en somme.Aprиs, on est d&#8217;accord ou pas, je pense que зa dйpend de la faзon de voir les MMOs mais pour ma part je le trouve beaucoup plus intelligent et clairvoyant que les mecs de SOE qu&#8217;on &#8220;entend&#8221; за et lа.  Quelques petites choses trиs intйressantes а lire: Do classes suck?World of Warcrack panel Et beaucoup d&#8217;autres.           pyrhum.net [...]</p></div> ]]></content:encoded> </item> <item><title>By: Почему World of Warcraft всех победил - Компьютерра-Онлайн</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-19998</link> <dc:creator>Почему World of Warcraft всех победил - Компьютерра-Онлайн</dc:creator> <pubDate>Fri, 15 Sep 2006 12:01:52 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-19998</guid> <description></description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] техниканаукамнениягидсофтеррасобытияинфобизнесбумажный журналфорумконкурс!               ИгрыПочему World of Warcraft всех победилАвтор: Андрей ПисьменныйОпубликовано 14 сентября 2006 годаНаверняка многие гейм-дизайнеры задаются вопросом, вынесенным в заголовок. Да и игроки не отстают. Секретов своего успеха&nbsp;в&nbsp;Blizzard не скрывают и любят при случае поведать о том, чем именно хорош &#8220;Варкрафт&#8221;. Естественно, речь не идёт о неких субъективных качественных оценках, а о тех решениях, которые сделали World of Warcraft популярным и принесли его создателям очень неплохие деньги. &#8220;Лучше&#8221; для отдельно взятого игрока может оказаться любая другая MMORPG, но именно WoW стал тем миром, который готовы разделить люди с самыми разными вкусами и интересами. Естественно, этот мир и его популярность возникли не на пустом месте. Мало кто из создателей игр может похвастаться такой безупречной репутацией как Blizzard, да и серия Warcraft была как нельзя более своевременно продолжена выходом третьей части. Так что игроков знакомых с последними новостями мира Азерота оказалось немало. В отличие от многих других игр, которые основаны на &#8220;бумажных&#8221;&nbsp;ролевых играх,&nbsp;книгах или фильмах, Варкрафт целиком и полностью принадлежит Blizzard. Это развязывает руки: будь это, допустим,&nbsp;Средиземье (по которому тоже во всю делается MMORPG), добавить туда инопланетную расу было бы не так просто -&nbsp;толкиенисты взбунтуются.  Роб Пардо, один из ведущих дизайнеров Blizzard,&nbsp;рассказывая&nbsp;о причинах успеха WoW, выделяет ещё несколько важных моментов. Простой и понятный интерфейс, по его мнению, один из немаловажных факторов. Как можно большее количество деталей должно быть отображено так, чтобы казалось игроку очевидным. Ещё одно важное решение &#8211; нетребовательность к ресурсам компьютера. Здесь, надо сказать, художникам Blizzard удалось сотворить чудо: при очень низком по сегодняшним меркам количестве полигонов, графика смотрится просто великолепно. Конечно, обладатели новых видеокарт могут включить шейдеры и полноэкранное сглаживание, но и без них игра смотрится вполне неплохо. &#8220;Наши игры никогда не будут выглядеть как Crysis&#8221; &#8211; говорит Пардо, но зато и играть в них может куда больше людей.  Выработанный &#8220;мультяшный&#8221; стиль, кстати, не только позволяет снизить требования к &#8220;железу&#8221;, но и как нельзя лучше подходит миру, предназначенному для того чтобы отдохнуть и ненадолго забыть о насущных проблемах. Касается это, кстати, не только графики, но и общей атмосферы игры. Разработчики WoW никогда не упускают момента, чтобы пошутить над собой или игроками. В игре полно как явных так и скрытых приколов, а тексты заданий зачастую отличаются отличным юмором. Способствует расслаблению и игровая механика. Всё сделано таким образом, чтобы игрок никогда не чувствовал себя под угрозой: даже в случае смерти он почти ничего не потеряет. Максимум, чего можно лишиться &#8211; некоторой суммы денег за починку снаряжения. В режиме PvP игрок застрахован и от этого.  Наконец, одна из основных причин успеха World of Warcraft &#8211; очень незначительная зависимость от других игроков. Немалая часть игры может быть пройдена вообще в полном одиночестве, а те моменты, когда требуется какое-то взаимодействие с другими игроками упрощены до предела. Скажем, чтобы найти группу для похода в подземелье, достаточно лишь подойти к специальному знаку и записаться в очередь. Та же схема действует и для записи на бэттлграунды.   Получается, что MMORPG становится популярнее как раз из-за упрощения взаимодействия между игроками. &#8220;World of Warcraft &#8211; наименее социальная MMO из тех, что я когда-либо видел&#8221; &#8211; говорит Раф Костер, один из главных создателей Ultima Online. Но это вовсе не означает возврата к модели однопользовательских игр: одно дело наблюдать заранее составленный сюжет и распланированные уровни, другое &#8211; ощущать, что находишься в большом и, главное, живом мире со своими законами.  Если на вопрос &#8220;почему популярен варкрафт&#8221; ответить более-менее определённо можно, то на вопрос &#8220;можно ли сделать игру, которая затмит варкрафт&#8221; ответить уже куда сложнее. Наверное, можно, но что для этого нужно сделать &#8211; полнейшая загадка.&nbsp;Все попытки склонировать оригинальный&nbsp;Warcraft, а потом и Diablo (вспомните бум фэнтэзийных стратегий и диаблоподобных dungeon crawler&#8217;ов) не привели к созданию игр, способных сравниться с оригиналами.  Тем не менее, клоны всё же покупали, так как однопользовательские игры имели свойство заканчиваться, и игроки волей-неволей шли в магазин за чем-нибудь похожим. World of Warcraft такого свойства не имеет, и потратив очень серьёзную сумму на разработку MMORPG можно легко остаться у разбитого корыта: такие игры либо популярны либо убыточны. В данный момент на соперничество с WoW претендует Warhammer Online. Первые сведения о нём лишь недавно начали появляться, и, похоже, авторы Warhammer выбрали как раз проповедуемую Blizzard идеологию. Что ж, будет отличный повод посмотреть на конкуренцию двух похожих проектов. [...]</p></div> ]]></content:encoded> </item> <item><title>By: Raph&#8217;s Website &#187; Worldcon: &#8220;World of Warcrack&#8221; panel</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-18584</link> <dc:creator>Raph&#8217;s Website &#187; Worldcon: &#8220;World of Warcrack&#8221; panel</dc:creator> <pubDate>Mon, 11 Sep 2006 00:47:24 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-18584</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Worldcon: &#8220;World of Warcrack&#8221; panel [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Worldcon: &#8220;World of Warcrack&#8221; panel [...]</p></div> ]]></content:encoded> </item> <item><title>By: Rik</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-16106</link> <dc:creator>Rik</dc:creator> <pubDate>Wed, 30 Aug 2006 22:11:17 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-16106</guid> <description>Raph, it sounds like you hadn&#039;t even left the boxed-in starter lands, except to die because you weren&#039;t suppose to be there yet.  :)
Part of what-they-did-right was figure that new people to MMOs will pick things familiar to them, namely humans, and the human starter area is even more hand-holding than the rest.  The Dwarf/Gnome area is full of humor, and the Elves have the hardest start of the &quot;good guys&quot;.  They feel more isolated because they are ..... um, what&#039;s another word for isolated?  On the other end of the stick, the Horde&#039;s hardest start is the Undead.
One thing that I noticed right away and seemed different from other MMOs is that the guy that wants you to kill five wolves is standing&lt;em&gt; in front of the wolves. &lt;/em&gt; I wouldnвЂ™t be surprised to find that with a ranged weapon you could complete his quest without walking at all.  All the little combat creatures are packed very close to each other.  Three feet of river keep the wolves from the bandits; later a fence will serve the same purpose.
The flavor-text for the quests can sometimes get very interesting, but almost all of the quests are either a) Kill X number of monsters, (where X may be one, and the monster a &quot;named-elite&quot;  b) pick up X number of items (either from looting monsters [Which means killing them first. And why don&#039;t the rats drop two ears?] or by clicking on spawning objects [Which means killing everything between you and the objects]) , c) escort NPC (which means killing everything along the way) or d) Run an errand (talk to the King, carry this to the outlands, bring me something you can buy from another player, etc.).  Type &quot;d&quot; is always part of a chain that is filled with the other ones.  ItвЂ™s not immediately clear to me what a different quest would look like within the framework of WoW.  Dialog trees seem like they donвЂ™t fit the model if you can only do them once because with few exceptions you arenвЂ™t really allowing the players to make mistakes.   IвЂ™m reminded of when they added objects to City Of Heroes that you had to punch until they exploded instead of just clicking on them.  Sometimes the difference between a boss fight and a rescue mission is just the NPC standing near him.  вЂњHelp us Ulala!вЂќ
Getting back to the text in WoW, they do create the start of arcs for the bandits leading up to Van Cleef, the first must-do mission for the allies, which chains into the next instance as well.  So there is a story, if you want to read it.  It&#039;s not a dynamic one generated as you cut a path thru the world.  In many ways how much you enjoy WoW centers on if you see the wires.  :)</description> <content:encoded><![CDATA[<p>Raph, it sounds like you hadn&#8217;t even left the boxed-in starter lands, except to die because you weren&#8217;t suppose to be there yet. <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p><p>Part of what-they-did-right was figure that new people to MMOs will pick things familiar to them, namely humans, and the human starter area is even more hand-holding than the rest.  The Dwarf/Gnome area is full of humor, and the Elves have the hardest start of the &#8220;good guys&#8221;.  They feel more isolated because they are &#8230;.. um, what&#8217;s another word for isolated?  On the other end of the stick, the Horde&#8217;s hardest start is the Undead.</p><p>One thing that I noticed right away and seemed different from other MMOs is that the guy that wants you to kill five wolves is standing<em> in front of the wolves. </em> I wouldnвЂ™t be surprised to find that with a ranged weapon you could complete his quest without walking at all.  All the little combat creatures are packed very close to each other.  Three feet of river keep the wolves from the bandits; later a fence will serve the same purpose.</p><p>The flavor-text for the quests can sometimes get very interesting, but almost all of the quests are either a) Kill X number of monsters, (where X may be one, and the monster a &#8220;named-elite&#8221;  b) pick up X number of items (either from looting monsters [Which means killing them first. And why don't the rats drop two ears?] or by clicking on spawning objects [Which means killing everything between you and the objects]) , c) escort NPC (which means killing everything along the way) or d) Run an errand (talk to the King, carry this to the outlands, bring me something you can buy from another player, etc.).  Type &#8220;d&#8221; is always part of a chain that is filled with the other ones.  ItвЂ™s not immediately clear to me what a different quest would look like within the framework of WoW.  Dialog trees seem like they donвЂ™t fit the model if you can only do them once because with few exceptions you arenвЂ™t really allowing the players to make mistakes.   IвЂ™m reminded of when they added objects to City Of Heroes that you had to punch until they exploded instead of just clicking on them.  Sometimes the difference between a boss fight and a rescue mission is just the NPC standing near him.  вЂњHelp us Ulala!вЂќ</p><p>Getting back to the text in WoW, they do create the start of arcs for the bandits leading up to Van Cleef, the first must-do mission for the allies, which chains into the next instance as well.  So there is a story, if you want to read it.  It&#8217;s not a dynamic one generated as you cut a path thru the world.  In many ways how much you enjoy WoW centers on if you see the wires. <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p> ]]></content:encoded> </item> <item><title>By: Solok</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-16082</link> <dc:creator>Solok</dc:creator> <pubDate>Wed, 30 Aug 2006 18:19:15 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-16082</guid> <description>I respect the &quot;been there done that&quot; feeling a person can get from a game that is similar to it&#039;s predecessors.</description> <content:encoded><![CDATA[<p>I respect the &#8220;been there done that&#8221; feeling a person can get from a game that is similar to it&#8217;s predecessors.</p> ]]></content:encoded> </item> <item><title>By: Raph&#8217;s Website &#187; DFC answers the same WoW question</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-16069</link> <dc:creator>Raph&#8217;s Website &#187; DFC answers the same WoW question</dc:creator> <pubDate>Wed, 30 Aug 2006 17:35:54 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-16069</guid> <description>[...] Is It Possible to Surpass World of Warcraft? on GameDaily BIZ is DFC Intelligence&#8217;s David Cole taking on the same topic as the  &#8220;Warcrack panel.&#8221; He comes to largely the same conclusions: [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Is It Possible to Surpass World of Warcraft? on GameDaily BIZ is DFC Intelligence&#8217;s David Cole taking on the same topic as the  &#8220;Warcrack panel.&#8221; He comes to largely the same conclusions: [...]</p></div> ]]></content:encoded> </item> <item><title>By: Raph</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-16052</link> <dc:creator>Raph</dc:creator> <pubDate>Wed, 30 Aug 2006 15:58:58 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-16052</guid> <description>&lt;blockquote&gt;Raph what is funny about your last reply is that admittedly you didnвЂ™t give the game a chance. So the game gave you a nice slow introduction into the game and you got frustrated.&lt;/blockquote&gt;
It got hours out of me -- I forget how many, but it was probably around 5 or 6. That&#039;s more than most games get (I frequently spend $50 on a game I will play for twenty minutes). It&#039;s plenty of time to determine what the core mechanics are and deduce what the elaborations on that mechanic will be.
It&#039;s not that I was frustrated at the slow ramp. It&#039;s that I saw the entire scope of the game laid out for me. I know full well that there are nice quests, craftables, raids, armor set collecting, and all the rest ahead of me. The issue is that I have played that game before, and the nuances just aren&#039;t enough to interest me anymore.
I am not dissing the game -- I think it&#039;s excellently well done for what it is. It&#039;s just that &quot;what it is&quot; is not a game that interests me anymore.
&lt;blockquote&gt;BTW - IвЂ™ve never understood вЂњhanging outвЂќ in a video game when chat is available. Why do people feel the need to have avatars close to each other to socialize? Or am I just misreading your post about people not вЂњhanging outвЂќ.&lt;/blockquote&gt;
In larger games, the general chat channels are exactly like the city street -- crowded, loud, and you can&#039;t actually converse with anyone. So you have to resort to private channels. And you don&#039;t have have private channels unless you already know people. But you can&#039;t meet people because the general chat channels and the city street are...
You get the idea.
The &quot;bandwidth&quot; of social communication is also a lot bigger when there&#039;s a good mix of &quot;face to face&quot; and chat level communication. Emotes, movement, a sense of widening circles of people, and so on.</description> <content:encoded><![CDATA[<blockquote><p>Raph what is funny about your last reply is that admittedly you didnвЂ™t give the game a chance. So the game gave you a nice slow introduction into the game and you got frustrated.</p></blockquote><p>It got hours out of me &#8212; I forget how many, but it was probably around 5 or 6. That&#8217;s more than most games get (I frequently spend $50 on a game I will play for twenty minutes). It&#8217;s plenty of time to determine what the core mechanics are and deduce what the elaborations on that mechanic will be.</p><p>It&#8217;s not that I was frustrated at the slow ramp. It&#8217;s that I saw the entire scope of the game laid out for me. I know full well that there are nice quests, craftables, raids, armor set collecting, and all the rest ahead of me. The issue is that I have played that game before, and the nuances just aren&#8217;t enough to interest me anymore.</p><p>I am not dissing the game &#8212; I think it&#8217;s excellently well done for what it is. It&#8217;s just that &#8220;what it is&#8221; is not a game that interests me anymore.</p><blockquote><p>BTW &#8211; IвЂ™ve never understood вЂњhanging outвЂќ in a video game when chat is available. Why do people feel the need to have avatars close to each other to socialize? Or am I just misreading your post about people not вЂњhanging outвЂќ.</p></blockquote><p>In larger games, the general chat channels are exactly like the city street &#8212; crowded, loud, and you can&#8217;t actually converse with anyone. So you have to resort to private channels. And you don&#8217;t have have private channels unless you already know people. But you can&#8217;t meet people because the general chat channels and the city street are&#8230;</p><p>You get the idea.</p><p>The &#8220;bandwidth&#8221; of social communication is also a lot bigger when there&#8217;s a good mix of &#8220;face to face&#8221; and chat level communication. Emotes, movement, a sense of widening circles of people, and so on.</p> ]]></content:encoded> </item> <item><title>By: Solok</title><link>http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/comment-page-2/#comment-16044</link> <dc:creator>Solok</dc:creator> <pubDate>Wed, 30 Aug 2006 14:24:17 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=657#comment-16044</guid> <description>Raph what is funny about your last reply is that admittedly you didn&#039;t give the game a chance.  So the game gave you a nice slow introduction into the game and you got frustrated.  That&#039;s what that post sounded like.  Not everyone has previous game or MMORPG knowledge.  To address that issue there is usually an introduction period that lasts X amount of time, or X levels.
I agree that in the beginning WoW actually rewards solo play.  However, that slowly changes as the game progresses.  That is actually a key concept in the whole game - things slowly progress and change.
BTW - I&#039;ve never understood &quot;hanging out&quot; in a video game when chat is available.  Why do people feel the need to have avatars close to each other to socialize?  Or am I just misreading your post about people not &quot;hanging out&quot;.</description> <content:encoded><![CDATA[<p>Raph what is funny about your last reply is that admittedly you didn&#8217;t give the game a chance.  So the game gave you a nice slow introduction into the game and you got frustrated.  That&#8217;s what that post sounded like.  Not everyone has previous game or MMORPG knowledge.  To address that issue there is usually an introduction period that lasts X amount of time, or X levels.</p><p>I agree that in the beginning WoW actually rewards solo play.  However, that slowly changes as the game progresses.  That is actually a key concept in the whole game &#8211; things slowly progress and change.</p><p>BTW &#8211; I&#8217;ve never understood &#8220;hanging out&#8221; in a video game when chat is available.  Why do people feel the need to have avatars close to each other to socialize?  Or am I just misreading your post about people not &#8220;hanging out&#8221;.</p> ]]></content:encoded> </item> </channel> </rss>
