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Ultimate Game Design : Building game worlds

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C H A P T E R 8<br />

frameworks and toward taking the big plunge in developing all of their MMOG from<br />

scratch. This route, as we’ve said, can be devastating to timelines and budgets.<br />

If you choose to write your own MMOG engine, the cost and time impact could<br />

be so steep that by the time the technology is stable, your content idea or <strong>game</strong><br />

content direction may have lost some of its original appeal due to competitors.<br />

Preparing for the construction of an MMOG title requires serious preparation, market<br />

study, and technology evaluation. If there are no trade secret or disclosure issues<br />

applicable, it can be a serious advantage to have your MMOG construction plans<br />

subjected to a peer review by other developers with experience crafting MMOGs.<br />

MMOG DESIGN FACTORS<br />

We’ve seen how technical considerations shape design decisions. Now it’s time to<br />

look at several of the design factors that play a part in building, enhancing, and maintaining<br />

MMOG content. Again, this is the newest and largest technology and design<br />

area to challenge <strong>game</strong> developers everywhere. If we’re looking for comfortable<br />

MMOG design rules to lean on, they are still being written. Every developer is looking<br />

for answers to design issues (and not just for MMOGs!). Every developer is trying<br />

to understand how to best challenge and engage players in an MMOG setting using<br />

all the strengths (and none of the weaknesses) of the platform. No one really wants to<br />

simply repeat the same <strong>game</strong> ideas that worked well in non-MMOGs. Some of those<br />

ideas are an utter mismatch for the MMOG platform in any case.<br />

In this section, we’re going to focus on some of the critical design factors that<br />

affect the development of any kind of MMOG. These issues tend to apply across the<br />

board, and are not necessarily genre specific.<br />

Latency<br />

Latency, as mentioned earlier, is one of the biggest problems designers face in doing<br />

anything interesting (in a fast action sense) <strong>game</strong>-wise. This is why character-driven<br />

MMOG titles or MMORPGs work so well. Notice that the successful characterdriven<br />

MMOG designs emphasize what the MMOG platform can do well, rather<br />

than what developers wish the platform would do well. This is smart design. There is<br />

combat in these titles, but it’s not the kind of combat fast-action <strong>game</strong> players will<br />

probably appreciate. How about other genre extension into the MMOG? Why don’t<br />

we see MMOG sports, racing, shooters, and so forth? Real-time operations, judgments,<br />

calculations, and latency don’t mix very well at all.<br />

Due to latency issues, the best MMOGs avoid trying to do “twitch” <strong>game</strong> features,<br />

because it’s too difficult and the results are less than impressive. Remember<br />

also that your <strong>game</strong> players or clients are connected to your <strong>game</strong> server at different<br />

197<br />

<strong>Design</strong> Considerations for Massively Multiplayer Online <strong>Game</strong>s

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