AGC: coverage of my talk on “The Age of the Dinosaurs”
No slides yet, but there’s F13.net ‘s extensive liveblogged notes which are pretty accurate.
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This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.
No slides yet, but there’s F13.net ‘s extensive liveblogged notes which are pretty accurate.
Read More “AGC: coverage of my talk on “The Age of the Dinosaurs””
Rough notes, sorry for typos!
Sam Lewis, MMOG economies. Lead designer for Cartoon Network MMO. ex-Kesmai, SOE, MBA and BA in econ as well.
What is economics? Study of forces of supply and demand and how they allocate scarce resources in a society.
MMOs are social games, that’s why you use economics. It helps analyze current phenomena and argue with marketing. And it helps you make design decisions, worldbuilding decisions. it isn’t the only lens to look at things, but it’s a useful one.
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Remember the “shocking study”? Well, it made CNN and Reuters today. And that right there is why it mattered.
Here’s my live notes from Rob Pardo’s keynote at the Austin Game Conference.
Rich Vogel intro: WoW is now a global brand, approaching a billion dollars in revenue and at 7m paying users. Rob Pardo was lead designer of Starcraft and is now VP of Design at Blizzard.
What Really matters: how Blizzard Game philosophy translates into World of Warcraft
We have a set of core philosophies, and I will talk about how we apply them to WoW.
We have a lot of mantras: “concentrated coolness,” “easy to learn, hard to master,” etc. With many designers it’s important to have those shared values.
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David Edery has written a fairly in-depth post on Using Games to Tap Collective Intelligence that echoes some of the things I was saying way back when. Worth a read.