Damion Schubert, Lead Combat Designer for Bioware Austin Damion Schubert, voditi borbene dizajner za Bioware Austin
The question to answer, why do we keep making grindtastic class-based combat oriented men in tights gamey games? U odgovor na pitanje, zašto se držati odluka grindtastic klasa-based combat orijentirani ljudi u triko gamey igre?
I’m not going to answer “because it sells” because it’sa circular argument and a copout. Ja sam ne ide na odgovor ", jer ga proda", jer it'sa kružnim argument i copout. We won’t get anywhere if we only do what was done before. Mi nećemo dobiti bilo gdje ako smo samo učiniti ono što se dogodilo prije.
Instead, I’ll ask why do we need a grind, why do games appear to be winning, why are classes good, and so on. Umjesto toga, ja ću se zapitati zašto nam je potrebna mljevenje, zašto igara Čini se da pobjednička, zašto su klase dobre, i tako dalje.
The reason to tackle this is because whenever people decide to make a new game, these are often the first five things people choose to innovate on. Razlog za borbu, jer je to narod, kad god se odlučite da nove igre, te su često u prvih pet stvari ljudi izabire dati nešto novo na. But there’sa lot of bad innovation from people trying to solve these five problems. Ali nalazi se puno loših inovacija od ljudi pokušava riješiti tih pet problema. So here is explanations for the status quo. Dakle ovdje je objašnjenja za dosadašnje stanje. My dirty secret is that I like these games — getting loot, killing monsters, and in the game vs world debate, I am on the game side. Moje prljave tajne je da sam poput ovih igara - dobivanje pljačka, ubijanje čudovišta, a na svijetu igara vs raspravu, ja sam na strani igra.
So I am here to explain the status quo, so that we can innovate smarter. Tako sam ovdje objašnjavati da je dosadašnje stanje, kako bismo mogli dati nešto novo pametnije. We get very myopic as an industry about what people are actually looking for in innovation. Mi smo dobili vrlo kratkovidan kao industrije o tome što ljudi zapravo traže u inovacije. This plagues every industry. To zala svake industrije. Take the mobile phone — for years the companies have been trying to attach ridiculous stuff to the phones, despite the fact that research shows that nobody cares about anything except size, battery life, and that you didn’t call someone when you sat down on it. Uzmi mobilni telefon - za godine u tvrtki su se pokušava skopčati stvari smiješan do telefona, unatoč činjenici da istraživanja pokazuju da nitko ne brine o išta osim veličine, trajanja baterije i da vas nisam zvao netko kad sjede na to. Then came RAZR and it’s small, long battery life and a clamshell. Tada dođe RAZR i to je mali, dugo trajanje baterije i školjki. Best selling phone in years. Najbolja prodajna telefon u godinama. Actually listening to the customers and understanding their needs is a core function of game design. Zapravo slušanja i razumijevanja i kupce njihovih potreba je osnovna funkcija dizajna igre.
Smart innovation is important because there’s the 600 lb gorilla called WoW. Smart inovacija je važno jer je 600 lb gorila zove WOW. WoW is Coke — they are stomping everyone. WOW je Coca - oni su stomping svima. Getting 1% of WoW is hard. Početak 1% WOW je teško. By the time you finish your game, they will be 3-5 years richer. Do vremena kada ste završili igru, oni će biti bogatiji 3-5 godina. Unless you have Pepsi money, you can’t go head to head. Osim ako ste Pepsi novac, ne možete glave idite na glavu. You have to be Red Bull. Morate biti Red Bull. Or Snapple, although Coke bought Snapple… Ili Snapple, iako Coca kupio Snapple ...
Responses to WoW: Odgovori na WOW:
- Crazy innovation, stuff that isn’t cost effective or that people don’t actually want. - Ludi inovacija, stvari koje nije jeftin ili da ljudi zapravo ne želite. “Ant farming” — system design that is more interesting to watch than to play. "Mrav poljodjelstvo" - sustav dizajnom koji je još zanimljivo gledati nego igrati.
- the producer who says WWWoWD? - Proizvođača koji govori WWWoWD? What would WoW do. Što bi WOW učiniti. We all hate that guy. Mi svi mrze da tip.
- Smart innovation. - Smart inovacija. Which is what WoW did. Koji je ono WOW učini. The first game not to release in a shameful state. Prva igra ne pustiti u sramnu države. But more importantly, WoW was soloable. No, još važnije, WOW je soloable. After years of all of us saying “but you need grouping.” That was their core innovation that gave them the 10x multiplier. Nakon godina od svih nas rekao: "ali morate grupiranje." To je bio njihov temeljni inovacija koja im je množitelj 10x.
1. Combat-oriented Borilački orijentirani
This question comes from outside the industry. Ovo pitanje dolazi izvan industrije. Why is everything about fighting, killing orcs? Zašto je sve o borbi, ubijanje orcs? The easy answer is because it sells. Jednostavan je odgovor, jer ga proda. Another answer is that’s all our industry knows how to make — 25 year worth of practice. Drugi odgovor je da je sve naše industrije zna kako napraviti - 25 godina vrijedi za praksu. But also because videogames are a good medium for a visceral experience. Ali također videogames jer su dobar medij za organski iskustvo. The game shelf is a lot like going to a movie rental place where every movie is Die Hard. Igra polici je mnogo kao što ide na film najam mjesto gdje svaki film Umri muški.
Combat presents a tactical problem that you are solving in real time. Borilački predstavlja taktičko problem s kojim ste se rješavanju u realnom vremenu. Combat is not the only solution. Borilački nije jedino rješenje. Take Puzzle Pirates, which replaced combat with puzzles. Uzmi Mozgalice Pirati, koji zamijenjen s borbenim zagonetke. Compare this to crafting in most games — the actual act of crafting is not very interesting. Usporedite to crafting u većini igara - stvarni čin crafting nije jako zanimljiva. You don’[t need combat, but you need the tactical problem. Vi ne '[t potrebu boriti se, ali trebat će taktički problem.
You also need to have a game challenge that is repeatable. Također trebate imati igru izazov koji je repeatable. People WANT to play these games for hours and hours a month because this is where they spend their social time. Ljudi žele igrati te igre za sate i sate mjesec jer je ovo gdje društvenom oni troše vrijeme. Combat doesn’t need to be the only activity. Borilački ne trebaju biti jedina aktivnost. Consider Civas a repeatable game, versus Myst which isn’t. Razmislite Civas jedan repeatable igra, naspram Myst što nije. You don’t need combat, but you do need a repeatable experience. Ne morate boriti se, ali to ne trebate repeatable iskustvo.
If you are making a multiplayer game you need co-op. Ako vam se čini multiplayer igre morate Co-op. People talk about PvP first, but the future is co-op play. Ljudi razgovaraju o PvP prvi, ali budućnost je co-op igrati. We talked about solo in WoW, but co-op is still what differentiates us from a single-player game. Mi smo razgovarali o solo u WOW, ali co-op differentiates što je još jedan od nas-player igre. Crafting you really have to splint to get co-op working on a tactical level. Crafting vam stvarno moram liko da se Co-op radi na taktički nivo. You don’t need combat, but you need group play. Ne morate boriti se, ali morate igrati skupina.
Combat is scalable. Borilački je skalabilan. You can go from solo up to raids, with the same experience. Možete ići od solo do raids, s istim iskustvom. It also escalates in complexity. Također escalates u složenosti. Lots of folks say that MMO combat is easy but they have never walked away from a WoW rogue for a year and then tried to play again and remember how to play the damn thing. Mnogo ljudi govore da je MMO borbene lako, ali oni nikad ne prohoda daleko od WOW nevaljalac za godinu dana, a zatim je pokušao da ponovo igraju i zapamtite kako igrati prokleti stvar. Our games teach you how to play gradually and you forget how much you have learned. Naši igre vas naučiti kako igrati postupno i vi zaboravite koliko ste naučili. Combat scales very gracefully. Borilački raste vrlo gracefully. You don’t need combat but you do need the escalation and the scalability. Ne morate boriti se ali to ne trebaju eskalacija i skalabilnost.
2. Classes Nastava
Must all MMOs have classes to be successful? Mora imati sve MMOs klase biti uspješan? No, but classes do have advantages. Ne, ali klase do prednosti. I have seen a lot of bad RPGs that do not take into account some of these good qualities: Vidio sam dosta loše RPGova koji ne uzima u obzir neke od tih dobrih kvaliteta:
You don’t need classes, but you do need player roles that are easy to balance, maintain, and expand. Ne morate klase, ali to ne trebaju igrač uloge koje je jednostavno ravnoteža, održavati i širiti. If you add a class to WoW, you only need to check against 8 other classes. Ako ste dodali klasi do Wow, samo trebate provjeriti 8 protiv druge klase. Adding a new role to a skill-based system is a combinatorial problem. Dodavanje nove uloge na skill-based sustav je kombinatorni problem. You can structure your skill system around this, but you still have to take it into account. Možete strukturu vaše vještine sustav oko ovoga, ali još uvijek moraju uzeti u obzir. And players do want change and additions. I igrači žele napraviti promjenu i dopunu.
You don t need classes, but you do need to allow making character choices without fear. Vi ne trebate t klase, ali vam je potrebno učiniti kako bi se omogućilo donošenje karakter izbora, bez straha. Has anyone ever watched a focus group at character creation? Je li itko ikada gledao naglaskom na znak za stvaranje grupa? People will spend all day customizing their appearance with no fear. Ljudi će provesti cijeli dan s podešavanjem njihov izgled, bez straha. People like that. Ljudi vole da. But people agonize over choices that matter. Ali ljudi mučiti više stvar izbora. Players have been trained that choices are irrevocable. Igrači koji su osposobljeni Izbori su neopozive. There was a study not long ago about choice in supermarket aisles, and they found that expanding the jam choices makes it harder to pick one to buy. Došlo je do studija ne davno o izboru u supermarketu aisles, i našli su da je zastoj u širi izbor čini teže izabrati jedan kupiti.
You don’t need classes, but you need players to easily find each other. Ne morate klasa, ali vi igrači potreba za lakše pronaći jedni druge. Classes are one way to do that. Nastava se jedan način da to učinite. They are wonderful shorthand. Oni su prekrasna stenogram. This is much easier than saying “I need 90% healing, 90% resurrection and 85% cure poison.” To je puno lakše nego reče: "Ja sam 90% potreba ozdravljajući, 90% i 85% uskrsnuće lijek otrov."
You don’t need classes, but you need tactical transparency for PvP. Ne morate klase, ali morate taktički transparentnost za PvP. A lot of fans think that it is cool when you don’t know what abilities the opponent has. A mnogo obožavatelja misle da je kul kad ne znaš što je protivnik ima sposobnosti. This is of course wrong. Ovo je naravno u krivu. Chess is a game with perfect tactical transparency. Šah je igra s savršeni taktičko transparentnost. A more interesting example is poker. A više zanimljiv primjer je poker. In the 70s, 80s, and 90s, if you watched a movie with poker, you saw five card draw. U 70-ih, 80-ih i 90-ih, ako ste gledali film s pokera, koju izvlačiti vidio pet kartica. For my entire life until 3 years ago, that was poker. Za moj čitav život do 3 godine, što je poker. But then texas Hold ‘Em came along, tactical transparency appears, and poker hits the mainstream. Ali onda Texas Hold 'Em došli zajedno, taktički transparentnost pojavi, i pokera pogodaka u mainstream. For an MMO in PvP, you need to be able to see the tactics the other can use, or else you push the game away from tactical choices and towards twitch. Za MMO u PvP, morate biti u mogućnosti vidjeti taktika drugi mogu koristiti, inače ste Pritisni igru daleko od taktički izbor i prema čupati. In Shadowbane we had the ability to summon other players. U Shadowbane smo imali mogućnost da poziv na drugim igračima. This was powerful because it was all about bringing reinforcements from their death spawn back to the front. To je bio snažan jer je sve oko dovođenja ljudstvo za pojačanje iz njihove smrti razmnožavati natrag na pročelju. So you had to disrupt the logistics. Tako ste imali bi ometalo logistike. Then we created a discipline that like a class but there was no way to tell who had it, and it set everything higgley-piggledy. Tada smo napravili disciplina koja kao klase, ali nije bilo načina da kažete koji su ga te postavili sve higgley-mar.
You don’t ned classes, but you do need roles with strongly different experiences. Ne Ned klase, ali to ne trebaju uloge različitih iskustava sa snažno. Stealth and summon in Shadowbane turned out to be the most powerful abilities, to get groups behind enemy lines. Potajno i dozvati u Shadowbane ispostavilo se da se najmoćnija sposobnosti, da se grupa iza neprijateljskih linija. With classes, we were able to keep those in separate classes easily. S klase, bili smo u mogućnosti kako bi one u zasebne klase lako. In WoW they can push rogues to the limit as a type because they know there is no overlap with others. U WOW mogu gurnuti rogues na ograničenje kao tip jer oni znaju ne postoji preklapanje s drugima.
3. Grindtastic.
Do we really have to keep coming back to experience points and levels? Da li smo stvarno morati držati vraćaju na iskustvo i bodove razinama? The experience point is the most maligned tool, and yet it works great, and is the hardest thing to replace. Iskustvo točka je većina maligned alat, i još je odlično funkcionira, i je najteži stvar zamijeniti.
You don’t need levels and XP, but you do need to allow players to quickly know where they are int he pecking order in PvE and in PvP. Ne morate razinama i XP, ali vam je potrebno učiniti kako bi se omogućilo brzo da igrači znaju gdje su int on pecking red u PvE i PvP. You need to be able to tell whether something is tough. Moraš biti u mogućnosti reći da li je nešto tvrdo. There are players who advocate “run in and die” as a superior solution. Ima igrača koji zagovaraju "u vožnji i umrijeti" kao vrhunskog rješenje. These players are not the majority. Ti igračima nisu većina.
You don’t have to use levels and XP, but the game needs to reward devotion more than skill. Ne morate koristiti razinama i XP, ali igru treba nagraditi odanost više nego vještina. Our business model as it stands right now depends on devotion. Naš poslovni model kako to stoji u ovom trenutku ovisi o pobožnosti. If the business model changes, this becomes much less of an issue. Ako je poslovni model za promjene, to postaje mnogo manje od problem. Even if you believe Raph is right and we need lifestyle games, you will still need devotion. Čak i ako vjerujete Raph je pravo i trebamo životnom stilu igre, od vas će i dalje potrebna predanost. Also, the problem with skill is that not a lot of players have it. Također, problem s vještine je da nije puno igrača su ga.
You don’t need levels and XP, but you need a reason not to cancel. Ne morate razinama i XP, ali vam treba razlog da se ne poništi. I will torpedo my own argument a bit by showing a UO house. Ja ću torpeda svoj argument tako malo prikazuju jedan UO kuća. EQ used levels, and created this horrible grind. EQ koristi razinama, i ovaj užasan mljevenje. But the more MMOs you play, the more inoculated to these tools. Ali više MMOs li igrati, više inoculated za te alate. Everyone has no cancelled at least one high level character and at least one house. Svatko nema otkazan barem jedan znak visoke razine i najmanje jednu kuću. My fiancee has played each successive MMO half as long as the previous one. Moja nevjesta je igrao svaku uzastopna MMO polovine dok prethodni. These tricks stop working on you. Ti trikovi prestati raditi na vas. They also don’t always encourage healthy behavior. Oni također ne uvijek potičemo zdrav ponašanje. But you still need to give these reasons. No, još uvijek je potrebno dati tih razloga.
You don’t need levels and XP, but big thresholds work better than small ones. Ne morate razinama i XP, ali veliki posao pragove bolje od one male. One of the best experiences in an RPG is going back to a monster that beat the tar out of you in the past and beating the snot out of them. Jedan od najboljih iskustava u RPG ide natrag na čudovište da se tuku iz tar ste u prošlosti i premlaćivanje u bale iz njih. If advancement curve is too slow you won’t notice the ding. Ako napredovanje krivulje je previše spor nećete primijetiti zvoniti. Threshold advancement is even better when they are not levels –getting your last name in EQ at 20, getting your mount in WoW at level 40. Prag napredak je čak i bolje kada su razine ne-dobivanje Vaše prezime u EQ na 20, dobivanje Vaš montirati u WOW na razini 40.
Yo don’t need levels or XP, but your advancement system should not create unrealistic behaviors if you want realism. Yo ne trebaju razine ili XP, ali vaš napredak sustav ne bi trebalo stvoriti nerealno ponašanja, ako želite realizma. I hate use-based systems, and I’ve built one. Mrzim koristiti-based systems, te sam sagradio jedan. In EQ people jamming keys to run off a cliff to build up falling skill. U EQ ljudi ometanje tipki pobjeći litici za izgradnju pada vještina. You build use based systems to be more realistic, but if they cause spastic behavior, then… like the dark assassin in Oblivion who skips through fields of flowers because he needs both jumping and the flowers for his poison. Vi koristite izgraditi sustave temeljene na više biti realan, ali ako su uzrok spastički ponašanje, a zatim ... kao tamni ubojica u Zaborav koji skips kroz polja cvijeća, jer je potreba i skakanje i cvijeće za njegov otrov. Happy sunshine assassin. Sretan sunca ubojica.
You don’t need levels and XP, but players want continual rewards for their play style. Ne morate razinama i XP, ali igrači žele trajne nagrađuje za njihovu reprodukciju stilu. There is a huge amount of people in WoW who are pissed because they got to 60 and they cannot play their solo game anymore. Postoji ogroman iznos od ljudi koji su u WOW ljut jer su dobili do 60 i ne mogu odigrati svoju solo igra više. They want their current play style track to be never ending. Oni žele njihov trenutni igrati stilu pratiti da se nikada kraju. You may have to come up with alternate schemes to give that, like alternate advancement points in EQ. Vi svibanj imati da se izmjenični sheme kako bi to, kao izmjenični napretku bodova u EQ.
Most importantly, you don’t need levels and XP, but don’t confuse the delivery mechanism with the reward. Najvažnije, ne morate razinama i XP, ali ne brkati isporuke mehanizam s plaću. The problem is not the levels, it’s the grind. Problem nije razinama, to je mljevenje. WoW’s hidden innovation is actually the pacing and reward structure of quests. WOW je skrivena inovacija je zapravo pacing i nagrada struktura zadataka. What’s important in what they do that quests are rewarding enough that you do them (which is already different from many mmoS) and that send you all over the world rather than letting you sit in one place. Što je važno u što čine zadataka koji su rewarding dovoljno da ih (koja je već različito od mnogih mmoS) i da šaljem u cijelom svijetu nego što Vam omogućuje sjediti na jednom mjestu. The result levelling doesn’t feel like grinding (though gathering cloth in WoW does!) Rezultat niveliranje ne osjećam kao brušenje (premda skupu krpicu u WOW ne!)
4. Men in tights. Muškarci u hulahopke.
Are we doomed to always make fantasy tights? Smo osuđeni da uvijek čine fantasy hulahopke? There are good reasons why we keep making fantasy and it’s not because we don’t try other things. Postoji dobar razlog zašto smo zadržati izrada fantazija i nije, jer ne probati druge stvari.
You don’t need fantasy but you do need a fiction with resonance. Ne morate fantazija, ali to ne trebate fikcija s rezonancija. Compare Civ to Alpha Centauri. Usporedite CIV na Alpha Centauri. How many of you played Alpha Centauri, and then after 15 minutes said, “I feel like playing some Civ”? Koliko je od vas igrao Alpha Centauri, a zatim nakon 15 minuta rekao: "Osjećam se kao svira neke CIV"? I think this is why EQ beat AC. Mislim da je to razlog zašto EQ tuku AC. People logged in and they didn’t know how to pronounce the names. Ljudi prijavljeni i da ne zna kako izgovarati imena.
You don’t need fantasy, but you do need a setting that is doublecoded. Ne morate fantazija, ali to ne trebaju postavke da je doublecoded. Two different meanings carried n the same content. Dva različita značenja n nose isti sadržaj. Bugs Bunny has jokes kids will never understand, but the kids still laugh at the rest. Nedostaci zeka ima viceva djecu neće nikada shvatiti, ali još uvijek dječji smijeh na počinak. Animaniacs is another. Animaniacs je drugi. Compare that watching Blue’s Clues with your kids — as a parent it’s like killing yourself slowly. Usporedite da gledate Blue's Clues sa svojom djecom - kao roditelj je kao ubistvo sami polako. This is Rob pardo’s donut concept. To je Rob Pardo je koncept kolačića. You need both codings for a successful game. Moraš oba codings za uspješnu igru. Shadowbane was all hardcore. Shadowbane je sve hardcore. AC2 was all casual, and pissed off a lot of the hardcore that loved AC1. AC2 je sve casual, i ljut off puno hardcore da je ljubljaše AC1. A good franchise appeals to both markets. A dobar Franšiza žalbe na oba tržišta. A lot of folks say that fantasy is all pimplenosed geeks in the basement, and there is that, but that’s the hardcore fantasy market.But don’ forget that LOTR is one of the highest grossing movies of all time. Puno ljudi kažu da je sve fantazija pimplenosed geeks u podrumu, i da postoji, ali da je hardcore fantasy market.But Nemoj zaboraviti da je LOTR jedan od najviših grossing filmova svih vremena. And if you go to craft store, you will find a huge number of wizards, unicorns, fairies, and dragons all over. A ako Idi na zanatskih trgovina, naći ćete veliki broj čarobnjaka, unicorns, fairies, zmajeve i sve više.
You don’t need fantasy but you need an inviting world. Ne morate fantazija, ali vi trebate pozivaju svijetu. People want to spend their spare time here. Ljudi žele provesti njihovo slobodno vrijeme ovdje. This is their corner bar. To je njihov kutak bar. Even the bad guys in WoW are cute and funny. Čak i loše dečke u WOW su slatko i smiješno. It’s still inviting. To je još uvijek pozivam. I’ve seen numerous games say they want to make post-apocalyptic games. Sam vidio brojne igre reći da želite napraviti post-apocalyptic igre. Who wants to live there? Tko želi živjeti tamo? You may want to visit, but who wants to spend 200 hours a month in a grim and dirty place? Svibanj Vi želite posjetiti, ali tko želi provesti 200 sati mjesečno u svirep i prljave mjesto? Shadowbane was a depressing place. Shadowbane bio je depresivno mjesto.
You don’t need fantasy, but you need a world where the player starts out larger than life. Ne morate fantazija, ali morate svijetu u kojem igrač počinje iz veći od života. City of heroes does this better than anyone. Grad heroja to bolje nego itko. Even though it’sa multiplayer game, players want to be better than normal. Iako it'sa multiplayer igre, igrači žele biti bolje od normalne. Fantasy has this meme built into it. Fantastika je ovaj meme ugrađene u njega. Even the crafters have this — they don’t want to be just another crafter, they want to be the best crafter in britain. Čak i crafters ovo - oni ne žele biti samo još jedan crafter, oni žele biti najbolji crafter u Velikoj Britaniji.
You don’t need fantasy, but you need content that elevates with the character advancement. Ne morate fantazija, ali morate sadržaj koji elevates s lik napredak. Fantasy has challenges that go along with the advancement, helping you feel like a badass. Fantastika ima izazova koji ide uz napredovanje, pomažući se osjećate kao badass. Orcs then ogres then zombies. Orcs zatim ogres zatim zombies. Compare to a Western game — level 1 you kill a guy in black hat, level two, it’sa guy with a bigger black hat, level ten it’s two guys with black hats…? Usporedite na Zapadnoj igre - nivo 1 vas ubiti dečko u crnoj šešir, dvije razine, it'sa tip s većim crni šešir, razini deset se dva tipa sa crnom hats ...? But fantasy has this naturally. Ali fantazija je ovo naravno.
It doesn’t have to be fantasy, but you need a wide variety to content. To ne mora biti fantazija, ali vam je potrebno mnogo raznolikih sadržaja. Right after EQ came out, two games said they would make Viking worlds, and I knew they would fail, because EQ had a Viking MMO in their world already, and an Aztec one, and an Oriental one… Fantasy encompasses lots. Pravo nakon EQ iziđe, dvije utakmice rekao da bi Viking svijeta, i znao sam da će uspjeti, jer EQ imao Viking njihov MMO u svijetu već i Aztec jedan, i orijentalni jedno ... Fantastika obuhvaća puno. CoH has a variety of content problem — at low levels everyone you fight is a humanoid. Čoh je različitim sadržajem problema - na niskim razinama svima vama borba je humanoid. A sense of sameness starts to grind on you. U smislu jednakost počinje mljeti o Vama. Sometimes it even feels like you get less powerful, because you kill more humanoids, but less of them. Ponekad se čak osjeća kao da bi manje moćna, jer vas ubiti humanoids više, ali manje od njih.
It doesn’t have to be fantasy, but group play needs constant involving activities for everyone. To ne mora biti fantazija, ali grupe koje uključuju svirati konstantna potreba za sve aktivnosti. What’s up with Aquaman? Što je s Aquaman? With the Superfriends, he has to wait for someone to fall in a fish tank to be useful. S Superfriends, on mora čekati da netko pada u riblje tenk se korisnim. But fantasy has tropes for a wide array of roles that are always needed. Ali fantazija je tropes za širok niz uloga koje su uvijek potrebna. You always need all the roles to be contributing to the core activity. Uvijek je potrebno sve uloge se pridonosi osnovne aktivnosti. And I
You don’t need to deliver fantasy, but you do need to have a vision and deliver it. Ne trebate dostaviti fantazija, ali to ne trebate imati viziju i izbaviti ga. When I was at EA they flirted with a Harry Potter MMO, and I asked them what the play was, and they said “yeah, you’ll kill rats and stuff.” How much fighting is there in Harry Potter? Kada sam bila flirted na okoliš oni s Harry Potter MMO, i ja pitao ih što je igrati, i rekoše: "Da, ali ćete ubiti štakori i stvari." Koliko je tu borbe u Harryju Potteru?
Licenses have these tropes built in. Consider Stargate, because Stargate is a license about instanced squad-based combat. License imati ove tropes izgrađen rezervirati Razmislite Stargate, Stargate, jer je odred licencu o instanced-based combat. But there is one problem — both the TV show as well as the movie have an archaeologist who can’t do anything. Ali postoji jedan problem - kako u TV emisiji kao i film imaju arheolog koji ne mogu ništa učiniti. He gets captured a lot and hides behind rocks. On se mnogo zarobljenih i skriva iza stijene. Chris Klug described it as one o the core challenges. Chris Klug opisan je kao jedan ili osnovne izazove. Highlander is one of my favorite licenses, and it has massive appeal. Highlander je jedan od mojih omiljenih licenci, i to je masivan žalbe. Great geek appeal, doublecoded, surprising mass market awareness. Velika monstrum žalbe, doublecoded, začuđuje masovno tržište svijesti. The problem with Highlander is permadeath. Problem s Highlander je permadeath. The only rule in the franchise that cannot b broken is “there can be only one.” Does that mean you can’t do Highlander? Jedino pravilo iz franšize koja ne može b slomljena je "tamo može biti samo jedan." Da li to znači da ne možete učiniti Highlander? n, but you have to solve that problem. n, ali morate riješiti taj problem. And Star Trek — Star Trek is about NOT fighting. A Star Trek - Star Trek je o NE borbe. It’s about diplomacy., There’sa sense that the crew has failed if you resort to a fight. To je oko diplomacije., Nalazi se smislu da posada nije ako pribjegava borbe. But how do you make a repeatable experience out of that? Ali kako se to napraviti repeatable iz iskustva da? I am really interested to see how they address this problem. Ja sam stvarno zainteresirana da vidi kako se riješio taj problem.
5. Gamey games. Gamey igre.
Are the worlds dead? Jesu li svijeta mrtvih? I am a gamey guy, but I noticed that it is a dichotomy set up by the world guys to make themselves feel important. Ja sam gamey tip, ali sam primjetio da je dihotomija postavili momci po svijetu da bi sami osjećati važno. Not that I am bitter. Nije da sam ja ogorčen. A funny thing happened along the way, and the games won. A smiješno što se dogodilo uz put, a osvojio igre. EQ, WoW. EQ, WOW. Management teams for UO and SWG have backtracked and put in more gamey stuff. Upravljanje timovima za UO i SWG su backtracked i staviti u više gamey stvari. So here’s advice for the worldy games: Pa evo savjeta za worldy igre:
Make a world, but protect your young. Napravite svijetu, ali zaštitite svoje mlade. Don’t kick ‘em out with a nickel and a bus pass. Ne kick 'em s nikla i autobusne karte. The gamey games are fanatical about protecting newbies. U gamey igre su fanatičan o zaštiti Newbies.
Make a world, but don’t depend on players finding their own fun. Napravite svijetu, ali ne ovise o igračima pronalaženje vlastite zabave. Some enjoy it, but most don’t. Neki uživaju, ali većina ne. In the Sims online, there was a way to find the stuff tat was good — you don’t want users to wade through crap. U The Sims Online, postojao je način da pronađete stvari drago je dobar - ne želite da korisnici gaziti kroz govno.
Make a world, but obsess over fairness. Napravite svijetu, a opsjedati nad ljepota. Players say they value freedom above all, but that ends the day the game ships. Igrači kažu oni vrijednosti slobode iznad svega, ali da završi dan u igra brodova. Then they become obsessed with whether it is fair and whether it is balanced. A oni postati opsjednut da li je fer i da li je uravnotežen. Is your role valued, is your experience impeded by someone else. Je li uloga u vrijednosti, je svoje iskustvo impeded neko drugo.
Make a world, because they aren’t as dead as they look. Napravite svijetu, jer nisu kao oni izgledaju kao mrtav. The demise of worlds has been exaggerated. Smrti svjetovi je pretjerano. Second life, Eve, Runescape all came out. Drugi život, Eva, Runescape sve iziđe. They are the ones that have done well, compared to the gamey games in the wake Wow, they are doing better than Auto Assault, Matrix Online, etc. Eve freely ignores my whole talk, pretty much. One su one koje su činili dobro, u odnosu na gamey igara u probudite Wow, rade bolje nego Auto Assault, Matrix Online, itd. Eva slobodno zanemariti cijeli moj razgovor, prilično mnogo. And it is doing great. I to radi odlično.
Conclusion Zaključak
So if you really want to make worlds, do it. Dakle, ako doista želite napraviti svijeta, učinite to. I’m not saying don’t innovate. Nisam rekao ne inovacijama. I feel like I have to say this since I defended the status quo for an hour. Osjećam kao da sam ovo reći jer sam branio dosadašnje stanje za jedan sat. Don’t over innovate, but be sure you improve the player experience. Ne nad inovacijama, ali se pobrinite da poboljšate player iskustvo. Provide innovations worth the bang for the buck. Napišite inovacije vrijedi i prasak za mužjak. And when in doubt, be true to the Vision. A kad u sumnje, biti istinit za gledanje. The Vision has a bad rep after EverQuest, but IMHO the Vision is what EQ did right — they stuck to it through hell and high water. Vizija je loše predst nakon EverQuest, ali IMHO viđenje što je činio pravo EQ - oni su u škripcu da ga kroz pakao i visoke vode. WoW had a vision, this soloable game. WOW imao viđenje, soloable ovu igru. The stuff that WoW cut is the stuff that we would have thought as sacrosanct a few years ago. U stvari koje WOW cut je stvari koje bi mislili kao svet prije nekoliko godina. Boats, housing, good guild support… Brodovi, stan, dobar ceh podršku ...
Survivor, American idol, Lost, and Desperate Housewives. Survivor, American idol, Izgubljeni, očajna i domaćice. Some of the biggest hits of the last five years in TV. Neki od najvećih hitova u posljednjih pet godina u TV. All four of these almost never saw the light of day. Sve četiri od njih gotovo nikad ne vidjeh svjetlo dana. Survivor — they had so little faith they made the production company pay the ads themselves. Survivor - oni su tako malovjerni su proizvodnje tvrtke plaćaju oglase sebe. American Idol even got pitched to the WB. American idol čak i dobio utabore se u SB. And there was already a megahit in Britain. I tu je već megahit u Velikoj Britaniji. The only reason it made it to the air is because Rupert Murdoch’s daughter loved it in the UK and told her daddy to put it on the air. Jedini razlog da je na zraku jer je Rupert Murdoch kći ljubio je u Velikoj Britaniji i rekao joj tata da ga na zraku. Desperate Housewives was on the market for a year. Očajan domaćice je na tržište za godinu dana. And Lost — the guy who came up with the idea was FIRED six months before the pilot aired, and the only reason it made it to air was because it was too expensive NOT to show it. I Lost - je tip koji je došao s idejom je ispalio šest mjeseci prije nego što je emitirano pilot, i jedini razlog to je da je zrak jer je preskupo NE pokazati ga.
We talk about how we’re a young industry — bu TV is still struggling with this problem with 60-70 years. Mi govorimo o tome kako smo mlada industrija - građevinsko TV je još uvijek bore s ovim problemom sa 60-70 godina. Identifying innovation is hard. Identificiranje inovacija je teško.
Always b true to yourself. Uvijek b vjerna sebi. This is the important thing. Ovo je važna stvar. Eve and Earth and Beyond came out at the same time.If you were a betting man, you would have been an idiot to bet on EvE. Eva i Zemlji i izvan nje iziđe na isto time.If si bio kladionica čovjeka, koju bi bilo idiotom na kladiti na Eve. E&B had a great team , money, marketing. E & B je imao veliki tim, novac, marketing. Eve had a dedication to a vision, and E&B tried to make Everquest in space. Eva imali posvetu na vid, i E & B pokušao napraviti Everquest u prostoru. And you know what? I znate što? It turns out that everquest doesn’t work that well in space. Ispada da everquest ne radi dobro da u svemiru. Eve kept to their mantra, and they won. Eva čuva njihovu mantra, a oni osvojili.
Thanks. Hvala.
Questions: Pitanja:
- Is the world a subset of the game, or the reverse, what are the attributes of a world versus a game? - Je li svijet podskup igru, ili reversu, kakve su atribute svijet u odnosu na igru?
How guided the experience is… Worlds focus more on realism than games do. Kako vodio je iskustvo ... svjetova usredotočiti na više od igre realizma učiniti. The best games are not of either strain, and tend to be very focused. Najbolje igre nije bilo naprezanje, i imaju tendenciju da se vrlo fokusirana. (referencing the Schubert Triangle). (referenciranje na Schubert trokut).
- I’ma former LARPer. - Ja sam bivši LARPer. Given that we need to expand the market to justify budgets, how can you suggest sticking to fantasy, when mass market doesn’t want to be nerds and think that night elves with boobs falling out of chain mail is ludicrous and creepy? S obzirom da nam je potrebno da proširi tržište kako bi opravdali proračunima, kako možeš predložiti pridržavaju fantasy, kada masa tržište ne želi biti nerds i mislim da je noć patuljci s boobs pada iz lanca mail je smiješan i grozan?
I think a lot of people lose sight of the fact that almost any genre can be mass market with the proper treatment. Mislim da mnogo ljudi previdjeti činjenicu da se gotovo bilo koji žanr može biti masovno tržište s pravilan tretman. Consider Lost again — they tell good stories and strong characters. Razmislite ponovo Lost - kažu dobre priče i jake znakove. Similarly, five years ago you would have thought that fantasy games would never get out of 300k, 350k. Slično tomu, pet godina ti bi mislili da fantazija igra nikada ne bi dobili od 300k, 350k. Everyone remember looking for the million? Svatko zapamti tražili od milijuna? But WoW touched those themes and is still mass market. Ali WOW dotaknu tih tema je i dalje masovno tržište. Lord of the Rings is very very mass market. Gospodar prstenova je vrlo vrlo masovno tržište. It’s about keeping both audiences in mind. To je o održavanju i publike u vidu.
- a comment, making games for nerds. - Komentar, izradu igara za nerds. Martha Stewart is a nerdy franchise, just a different sort of nerd. Martha Stewart je nerdy franšiza, samo različitih vrsta glupan. There are a lot of topics we obsess about. Ima puno tema o smo obuzeti.
We can lose sight of what casual and hardcore mean, Just about anything has casual and hardcore. Mi može previdjeti ono što casual i hardcore znači, samo je nešto o casual i hardcore. My fiancee is a hardcore knitter. Moja nevjesta je hardcore mašina za pletenje. You would not believe the contraptions and yarn she has. Ne biste vjerovali u contraptions i pređe ona ima. And there are lots of casual knitters. I ima puno povremeni knitters. Everyone says that Sims is casual, but there are some freaky hardcore Sims players making furniture and diaries. Svatko kaže da je Sims povremeni, ali ima neke freaky hardcore Sims igrači izradu namještaja i diaries. It’s not about whether the license is hardcore and casual, it is whether it has a hardcore and a casual component. Nije li licencu je hardcore i casual, to je da li ima hardcore i casual komponentu. Idol has both too — message board folks and dinnertime watchers. Idol ima i previše - Message Board roditelji i dinnertime gledateljima.
- A lot of folks like science fantasy and SF. - Puno ljudi kao znanost fantasy i SF. But swords and sorcery is way more popular than rayguns. Ali mačevima i čarolije je puta popularni više od rayguns. There’s way more scifi movies. Postoji više načina scifi filmova. And the tropes are similar. A tropes su slični.
I think that there are a couple of reasons. Mislim da postoji nekoliko razloga. Fantasy is about characters, and SF as a genre is about ideas, which translate to movies well, but don’t translate to “creating an alter ego and going into a virtual space.” And sci fi has a million flavors that are all incredibly different from each other — Star Wars and Star Trek are radically different, and there’sa ton of other variants. Fantastika je o likovima, i SF kao žanr je oko ideje, koja filmove na prevedem dobro, ali ne na prevedem "stvaranja alter ego i ide u virtualnom prostoru." I sci fi ima milion okusa koje su sve nevjerojatno drugačiji od drugih - Star Wars i Star Trek radikalno su različiti, a nalazi tona drugih varijanti. Whereas fantasy has kind of congealed, for better or for worse, so you can relate easily. Dok je fantastična vrste congealed, za bolje ili za lošije, tako da možete lako odnositi.
- I don’t think ranged combat works as well in our traditional model of MMO combat. - Ne mislim kretala borbene radi kao naše tradicionalne model MMO borbene.
Absolutely. Apsolutno. That goes back to feeling like the fantasy — if you don’t feel like you are a combat marine with a laser… To ide natrag na osjećaj kao fantazija - ako se ne osjećaju kao da su borbene brodskih sa laserom ...
- can’t help but wonder if they had mad World of Starcraft, would we be sitting here saying ‘fantasy is the problem.” - Ne mogu pomoći, ali čuditi ako su lud World of Starcraft, da bi se sjedi ovdje govoreći: 'fantazija je problem. "
It only takes one person to come along and change the rules. To traje samo jednu osobu da dođe i uz promjenu pravila. A lot of times people confuse bad execution with concluding something is a bad idea. Mnogo puta ljudi brkati s lošim izvršenje zaključivanju nešto je loš ideja. Consider WW2 Online. Razmislite WW2 online. A lot of people wrote off the idea, even though it was the execution. Mnogo ljudi je pisao off ideji, iako je pogubljenje. hen comes Battlefield 1942. kokos dolazi bojištu 1942. I am thankful that WoW had PvP because otherwise, Shadowbane could have killed it, as people took the lesson that PvP would never work. Ja sam zahvalan što je imao WOW PvP, jer u suprotnom, Shadowbane moglo ubio ga, kao narod uze sat PvP da bi nikada raditi. And now Wow has more PvP servers than PvE. A sad, opa poslužiteljima PvP je više nego PvE.
- Success confers virtue. - Uspjeh confers vrlina. When EQ was out, it was grind, group. Kada EQ bio je smrviti, grupa. Now it’s woW and it’s solo and so on. Sada je wow i to solo i tako dalje. When things are successful, we say that there must be something about that. Kada stvari su uspješni, mi kažu da mora postojati nešto o tome.
And if you are trying to steal their customer, there’s nothing wrong with going with what is familiar. A ako se pokušava ukrasti njihov klijent, postoji ništa u redu sa ide s tim što je poznato. You can’t beat Coke with RC Cola, but you can differentiate while still not alienating folk coming from Coke. Ne možete tukao s RC Coca-Cola, ali možete razlikovati dok još nije alienating narodnih dolaze iz Coca. Make your innovation marketing bullet points. Učinite svoju inovaciju marketing metak bodova. Shadowbane got city sieges, and it had more Google hits than SWG on th day it shipped… of course, it turned out that you couldn’t join a siege until you were 50, which caused problems. Shadowbane dobio sieges grad, i to je bilo više od SWG Google pogodaka na dan th isporučenim ga ... naravno, ispostavilo se da nisu mogli priključiti opsadom dok ste bili 50, koji prouzročio probleme.
[...] Ja sam ne ide na odgovor ", jer ga proda", jer it'sa kružnim argument i copout. Mi nećemo dobiti bilo gdje ako smo samo učiniti ono što se dogodilo prije. Umjesto toga, ja ću se zapitati zašto nam je potrebna grindGrinden bezeichnet jede (zumeist stupide) Tätigkeit umrijeti ausschliesslich um Razina und / oder zu svojstvo steigern (oder Gold / Predmeti / Ressourcen zu sammeln) von den Spielern ständig wiederholt wird., Zašto igre Čini se da pobjednička, zašto su klase dobre, i tako dalje. Razlog za borbu, jer je to narod, kad god se odlučite da nove igre, te su često u prvih pet stvari ljudi izabire dati nešto novo na. Ali nalazi se puno loših inovacija od ljudi pokušava riješiti tih pet problema. Dakle ovdje je objašnjenja za dosadašnje stanje. Moje prljave tajne je da sam poput ovih igara - dobivanje pljačka, ubijanje čudovišta, a na svijetu igara vs raspravu, ja sam na strani igra. Tako sam ovdje objašnjavati da je dosadašnje stanje, kako bismo mogli dati nešto novo pametnije. Mi smo dobili vrlo mypoic kao industrije o tome što ljudi zapravo traže u inovacije. To plaugues svake industrije. uzmi mobilni telefon - za godine u tvrtki su se pokušava skopčati stvari smiješan do telefona, unatoč činjenici da istraživanja pokazuju da nitko ne brine o ništa expet veličine, trajanja baterije i da vas nisam zvao netko kad sjede na to. Tada dođe RAZR i to je mali, dugo trajanje baterije i školjki. Najbolja prodajna telefon u godinama. Zapravo slušanja i razumijevanja i kupce njihovih potreba je osnovna funkcija dizajna igre. Smart inovacija je važno jer je 600 lb gorila zove WoWWorld of Warcraft von Mećava Zabava .. WOW je Coca - oni su stomping svima. Početak 1% WOW je teško. Do vremena kada ste završili igru, oni wioll biti 3-5 godina richer.Unless ste Pepsi novac, ne možete glave idite na glavu. Morate biti Red Bull. Ili Snapple, iako Coca kupio Snapple ... Der Artikel trifft meine persönlichen Ansichten zu MMORPGs beinahe zu 100% Lediglich im Aspekt über "svjetova" bin ich der Meinung, dass keine Wir masivni instanzierten Dungeon Welten više brauchen, sondern wieder viel više Freiheit für umrijeti nešto reklamira . Ansonsten aber koliba ab Link: AGC: Damion Schubert, "Moving Beyond muškarci u hulahopke" Weitere News Zum Thema: Rob Pardo über das bei Erfolgsrezept World of Warcraft wow: Goldmarkt am Ende? Starcraft Online, das nächste MMORPG von Mećava? TR: Systemvoraussetzungen für Tabula Raša wow: Hero Klassen endgültig vom Tisch? Diskussion im Forum: Damion Schubert, Olovo Desginer Bioware, über MMORPGs [...]
[...] Http://www.raphkoster.com/2006/09/08/agc-damion-schubert-moving-beyond-men-in-tights/ [...]
[...] Ja sam ne ide na odgovor ", jer ga proda", jer it'sa kružnim argument i copout. Mi nećemo dobiti bilo gdje ako smo samo učiniti ono što se dogodilo prije. Umjesto toga, ja ću se zapitati zašto nam je potrebna grindGrinden bezeichnet jede (zumeist stupide) Tätigkeit umrijeti ausschliesslich um Razina und / oder zu svojstvo steigern (oder Gold / Predmeti / Ressourcen zu sammeln) von den Spielern ständig wiederholt wird., Zašto igre Čini se da pobjednička, zašto su klase dobre, i tako dalje. Razlog za borbu, jer je to narod, kad god se odlučite da nove igre, te su često u prvih pet stvari ljudi izabire dati nešto novo na. Ali nalazi se puno loših inovacija od ljudi pokušava riješiti tih pet problema. Dakle ovdje je objašnjenja za dosadašnje stanje. Moje prljave tajne je da sam poput ovih igara - dobivanje pljačka, ubijanje čudovišta, a na svijetu igara vs raspravu, ja sam na strani igra. Tako sam ovdje objašnjavati da je dosadašnje stanje, kako bismo mogli dati nešto novo pametnije. Mi smo dobili vrlo mypoic kao industrije o tome što ljudi zapravo traže u inovacije. To plaugues svake industrije. uzmi mobilni telefon - za godine u tvrtki su se pokušava skopčati stvari smiješan do telefona, unatoč činjenici da istraživanja pokazuju da nitko ne brine o ništa expet veličine, trajanja baterije i da vas nisam zvao netko kad sjede na to. Tada dođe RAZR i to je mali, dugo trajanje baterije i školjki. Najbolja prodajna telefon u godinama. Zapravo slušanja i razumijevanja i kupce njihovih potreba je osnovna funkcija dizajna igre. Smart inovacija je važno jer je 600 lb gorila zove WoWWorld of Warcraft von Mećava Zabava .. WOW je Coca - oni su stomping svima. Početak 1% WOW je teško. Do vremena kada ste završili igru, oni wioll biti 3-5 godina richer.Unless ste Pepsi novac, ne možete glave idite na glavu. Morate biti Red Bull. Ili Snapple, iako Coca kupio Snapple ... Der Artikel trifft meine persönlichen Ansichten zu MMORPGs beinahe zu 100% Lediglich im Aspekt über "svjetova" bin ich der Meinung, dass keine Wir masivni instanzierten Dungeon Welten više brauchen, sondern wieder viel više Freiheit für umrijeti nešto reklamira . Ansonsten aber koliba ab Link: AGC: Damion Schubert, "Moving Beyond muškarci u hulahopke", 150)? 150: this.scrollHeight) "> __________________ Alati sisanje! - Raph Koster Geändert von Papillon (Heute um 18:54 Uhr). [...]
Komentari [...] [...]
[...] Moj razgovor je danas. Ona ode dobro. Možete naći writeup na gamespot kao i writeup na Gamasutra. Također, Raph Koster žive-blogged stvar. [...]
[...] Http://www.raphkoster.com/2006/09/08/agc-damion-schubert-moving-beyond-men-in-tights/ [...]
[...] Moving Beyond muškarci u triko [...]
[...] Damien Schubert na .... Pa, Sve - Posted by Svinja u 14:59 PM [link Novosti] Schubert, od Bioware, glava se vrlo zanimljiv dio o MMORPG igri dizajn pod nazivom "Moving Beyond muškarci u hulahopke". It'sa potpuno opremljenog komad, u kojem on govori o trenutnim trendovima na tržištu, neodoljiv utjecaj Wow, neke inovacije moguće ... pakao, on govori o svemu MMORPG-povezane. To je zanimljivo pročitati. [. ..]
[...] Dovoljno je dobila natrag od Austin Game konferencija gdje sam čuo nekoliko zanimljivih razgovora. A glavna tema ove godine bila je, naravno, poslovni uspjeh World of Warcraft i razloge za to. Rob Pardo, dovesti dizajner za Wow, dala osnovni ton na "Mećava filozofije i uspjeh Wow" (vidi Gamasutra sažetak). Također, Damion Schubert, Olovo Borilački dizajner, Bioware dala razgovor naziva "Moving Beyond muškarci u hulahopke" (vidi Raph sažeci) u kojoj je naglašeno ono što čini Fantasy-borbene-mljevenje formula većine MMOs rad. Bilo je mnogo preklapanje između ta dva razgovora pa sam uzeo slobodu i ogroman nekoliko faktora spominje se zajedno na jednom listu (dolje). Although there’s not really much news here, I think this list is a nice summary of currently popular MMO design principles. [...]
[...] A nice wall of text for us who like…texts? http://www.raphkoster.com/2006/09/08/agc-damion-schubert-moving-beyond-men-in-tights/ Miau! *paw paw*_________________http://ctprofiles.net/3028639 What type of Fae are you? [...]
the reasons for it. Rob Pardo, lead designer for WoW, gave a keynote on “Blizzard’s Philosophy and the Success of WoW” (see Gamasutra summary). Also, Damion Schubert, Lead Combat Designer, Bioware gave a talk titled “Moving Beyond Men in Tights” (see Raph’s summary) in which he outlined what makes the fantasy-combat-grind formula of most MMOs work. There was much overlap between these two talks so I’ve taken the liberty of lumping several of the factors they mentioned together in one list (below). Although
[...] While looking for posts related to the PS3 Delay reactions, we came across an article, and here’s what the writer has to say…”…we bear Sony no grudge, it’s impossible to ignore the fact that the news of the week will affect Nintendo, and so we have a stake in the fallout.”"One man’s misfortune, is another man’s gain,” as the saying goes. According to him, Nintendo and Microsoft would be able to cash in on Sony’s announcement regarding the PS3 delay. The article continues to point out that the announcement heard around the world was somehow expected. Weeks of manufacturing rumors were circulating around the web. Advertising campaigns were slowing down. The 500,000 units for America and Japan and the ostracizing Europe is a huge PR nightmare. With vast European gamers now trying out, some even converting to, other consoles. [Full Article] [Via Wiifanboy] Permalink | Email this | Linking Blogs | Digg It! | Comments [3] Bookmark / Find this article on: …please select Spurl digg It reddit del.icio.us Shadows Blogmarks Blinklist Onlywire Netvouz Scuttle Rawsugar Simpy Blinkbits De.lirio.us Connotea Citeulike Ma.gnolia Talkdigger Maple.nu Feedmelinks Linkagogo Gravee Furl Feedmarker Yahoo Myweb Wink Buddymarks Tagtooga Linkroll Give A Link Igooi Lilisto Netscape.com 1 Jump it up! WoW’s Success: Men in Tights Posted Sep 10, 2006 at 02:00PM by Anna S. Listed in: MMORPG Tags: Coke, Game Conference, BioWare It may sound absurd but the general consensus is that the success of the massively-multiplayer online role-playing game World of Warcraft lies on men in tights. Damion Schubert, Lead Combat Designer, Bioware elaborated on this phenomenon through a talk he gave at the recently concluded Austin Game Conference titled “Moving Beyond Men in Tights.”"I think that we as an industry are very myopic about what people really want, what they’re actually looking for in terms of the innovation side of the industry,” says Schubert. Adding that too many people are focused on replicating the success of World of Warcraft, that being revolutionary goes out the window.He pushes the metaphors further by saying that “WoW is Coke,” and unless you have some Pepsi money you can never topple this giant. But the biggest question is how did WoW become a Coke and everybody else a Pepsi? Is it really the men in tights?Before this goes anymore cockeyed, Sony Online Entertainment game designer, Raph Koster, has narrowed it down to five reasons - combat-oriented, classes, grindtastic, men in tights (of course), and gamey games. Combat-oriented doesn’t necessarily mean that gamers are looking for a new way to whack somebody, but that they are looking for something repetitive. And to quote Koster, “People WANT to play these games for hours and hours a month because this is where they spend their social time.” Classes as Schubert pointed out, makes a lot of sense for the developers. As an example he says if a developer were to add a new skill to a system without class limits, the problem would not be easily solved. “You basically have to compare a billion possible combinations to a billion other possible combinations,” Schubert said. “Classes help keep that under control.” Probably the most irreplaceable of all the ingredients that make up an MMORPG are the experience points and levels. Not only does it allow players to know where they are in the food chain, but also the promise of new abilities, fame, riches, and glory that comes along with it.Men in tights embodies the fantasy genre that majority of MMOs are built on. Schubert expounds on this stating that fantasy is suited to MMO games because it’s ideally suited to the player’s sense of progression. It can start players out against giant rats and move along to orcs, dragons, demons, and other nastier creatures. An admitted gamey guy, Koster has this to say to developers, “Make a world, but don’t depend on players finding their own fun. Some enjoy it, but most don’t. In the Sims online, there was a way to find the stuff tat was good — you don’t want users to wade through crap.”If men in tights are really what gamers are looking for, should we stick to the successful men in tights formula? “I’m not saying don’t innovate,” Schubert emphasized. “I’m really not… but I really want you guys to be sure that you’re not over-innovating, that you’re not going out of bounds. Be sure that your innovations are things that players want.” [Via gamespot] Permalink | Email this | Linking Blogs | Digg It! | Comments [2] Bookmark / Find this article on: …please select Spurl digg It reddit del.icio.us Shadows Blogmarks Blinklist Onlywire Netvouz Scuttle Rawsugar Simpy Blinkbits De.lirio.us Connotea Citeulike Ma.gnolia Talkdigger Maple.nu Feedmelinks Linkagogo Gravee Furl Feedmarker Yahoo Myweb Wink Buddymarks Tagtooga Linkroll Give A Link Igooi Lilisto Netscape.com First Page > Last Page [...]
[...] Q uote:Chris Metzen, Vice President of Creative Development at Blizzard, in an interview with Newsweek (September 18th ‘06 issue), when asked to describe World of Warcraft says, "I call it the Technicolor, Americanized version of ‘Lord of the Rings’." This guy is Blizzard’s VP of Creative Development? It’s no wonder World of Warcraft’s lore is hosed. Who passed him the mic anyway? I bet there are more than a few Blizzard imps groaning in the catacombs right now. Way to repost a quote that was taken out of context. While I would agree with your current conclusion, I don’t know that this quote is a valid source to support it. Edit: Link to the Newsweek article: http://www.msnbc.msn.com/id/14757769/site/newsweek/ If you need something to read, this is a much more interesting article from Damion Schubert, Lead Combat Designer for Bioware Austin: http://www.raphkoster.com/2006/09/08/agc-damion-schubert-moving-beyond-men-in-tights/ [...]
[...] http://feeds.feedburner.com/~r/RaphsWebsite/~3/20664303/http://www.raphkoster.com/2006/09/08/agc-damion-schubert-moving-beyond-men-in-tights/Damion Schubert, Lead Combat Designer for Bioware Austin The question to answer, why do we keep making grindtastic class-based combat oriented men in tights gamey games? [...]
[...] A couple of MMO design keynotes from AGC A couple of interesting transcripts from the AGC of interest to MMO players: Damion Schubert - Bioware Rob Pardo - Blizzard Interesting reading I’m sure you’ll agree… Now, discuss… __________________ Visit http://www.anarchyonline.org for all your Testlive needs. AO Character Skill Emulator AO Implant Layout Helper Znore: can’t believe I am watching a tv show about toilets [...]
[...] Recently, a group of game developers got together in Austin to discuss the future of multiplayer, online games. In particular, many designers were concerned about innovation within the genre. Damion Schubert a game designer from Bioware posted his thoughts on the matter. Here is the link. [...]
[...] Any comment about Damon’s Seminar at AGC? [...]
primary fulcrum of craft in game design. When we focus all of our complexity in a single place we begin to look less like artists and more like beaurocrats. Instead, we should consider designing games as a network of rituals, combat can be included, as Damien Schubert suggested at the AGC recently, but it needs to be balanced in relation to other forms of interaction. Instead of using AI mediated interfaces to make a singularly complex combat system more managable, we can use AI mediated interfaces to make all forms of play ritual easily
Not long ago, “only gamers play games” was a criticism. Now it’sa marketing strategy. Très bien vu. Vous trouverez içi le slide de la présentation (les slides de Raph sont des bijoux) et le résumé de la keynote, là. Toujours à Austin, conférence très intéressante sur le “pourquoi toujours des orcs et des combats et des elfettes” dans les jeux, par Damion Shubert, lead combat designer chez Bioware. Passionnant, les clés du succès de WoW données par le vice président de la
[...] Damion Schubert, Lead Designer Bioware über MMORPGs Link Inhalt ua - warum sind MMORPGs wie sie sind - Warum WoW so erfolgreich ist ect. [...]
[...] Another interesting article on the future of MMOPRGs Haven’t seen this one posted elsewhere. http://www.raphkoster.com/2006/09/08…men-in-tights/ Some more interesting ideas on MMORPGs and their development in line with the Richard Bartle one. __________________ *I am not a smurf* [...]
[...] AGC: Damion Schubert, “Moving Beyond Men in Tights”Damion Schubert, Lead Combat Designer for Bioware Austin - The question to answer,"why do we keep making grindtastic class-based combat oriented men in tights gamey games?"Quote"…I’m not going to answer “because it sells” because it’sa circular argument and a copout. We won’t get anywhere if we only do what was done before.Instead, I’ll ask why do we need a grind, why do games appear to be winning, why are classes good, and so on.The reason to tackle this is because whenever people decide to make a new game, these are often the first five things people choose to innovate on. But there’sa lot of bad innovation from people trying to solve these five problems. So here is explanations for the status quo. My dirty secret is that I like these games — getting loot, killing monsters, and in the game vs world debate, I am on the game side.So I am here to explain the status quo, so that we can innovate smarter. We get very myopic as an industry about what people are actually looking for in innovation. This plagues every industry. Take the mobile phone — for years the companies have been trying to attach ridiculous stuff to the phones, despite the fact that research shows that nobody cares about anything except size, battery life, and that you didn’t call someone when you sat down on it. Then came RAZR and it’s small, long battery life and a clamshell. Best selling phone in years. Actually listening to the customers and understanding their needs is a core function of game design.Smart innovation is important because there’s the 600 lb gorilla called WoW. WoW is Coke — they are stomping everyone. Getting 1% of WoW is hard. By the time you finish your game, they will be 3-5 years richer. Unless you have Pepsi money, you can’t go head to head. You have to be Red Bull. Or Snapple, although Coke bought Snapple…Responses to WoW:- Crazy innovation, stuff that isn’t cost effective or that people don’t actually want. “Ant farming” — system design that is more interesting to watch than to play.- the producer who says WWWoWD? What would WoW do. We all hate that guy.- Smart innovation. Which is what WoW did. The first game not to release in a shameful state. But more importantly, WoW was soloable. After years of all of us saying “but you need grouping.” That was their core innovation that gave them the 10x multiplier.1. Combat-orientedThis question comes from outside the industry. Why is everything about fighting, killing orcs? The easy answer is because it sells. Another answer is that’s all our industry knows how to make — 25 year worth of practice. But also because videogames are a good medium for a visceral experience. The game shelf is a lot like going to a movie rental place where every movie is Die Hard.Combat presents a tactical problem that you are solving in real time. Combat is not the only solution. Take Puzzle