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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

200<br />

U L T I M A T E G A M E D E S I G N<br />

really resolve latency, so you are forced to design around it. Again, this makes satisfying<br />

twitch <strong>game</strong> experiences in the MMOG basically impossible by definition.<br />

Play-wise, anything that you want to do in an MMOG must consider latency issues.<br />

Sometimes a team will overreach and try to build in ideas that, at first, seemed possible<br />

even with latency as a challenge.<br />

<strong>Game</strong>play ideas that once seemed possible don’t always pan out, and without a<br />

technology resolution in place for your idea, you end up spending valuable time and<br />

resources that would probably have been better spent working on what you know<br />

will work for the platform. Everquest, as an example, does a remarkable job of working<br />

around latency, even for players with lower-speed connections. As a point of design<br />

learning, notice that the play mechanics, actions, and abilities in Everquest are<br />

combined and geared well for the MMOG platform. The melee fight mechanics, for<br />

instance, are about as fast and fluid as can be currently conceived for an MMOG.<br />

These fight mechanics are nowhere near as fluid or dynamic as a console fighter, but<br />

you can’t even begin to expect that kind of fluidity and response due to the very nature<br />

of the MMOG platform.<br />

I like to say that <strong>game</strong> design is gaming technology’s greatest partner, but also its<br />

prisoner. <strong>Design</strong> is always “handcuffed” by technology, and I don’t mean this negatively.<br />

I mean that design limits are clearly a function of technology dependencies. In<br />

the early 1990s, as silly money and talent poured into the <strong>game</strong> industry, many seemed<br />

to believe that <strong>game</strong>s could do “anything,” limited only by imagination. Everyone<br />

seemed to forget the “handcuff” idea.<br />

MMOGS AND DESIGN ORIENTATION<br />

As we all know, MMOGs are relatively new on the <strong>game</strong> scene. Learning about how<br />

to design for (and capture) the MMOG audience is obviously important for the many<br />

MMOGs in production right now as well as for the future growth of this kind of<br />

gaming experience. Let’s turn our attention for the moment to some of the design<br />

learning issues many in the industry are struggling with:<br />

� MMOG genre growth<br />

� NPCs and familiars<br />

� Isolating MMOG strengths<br />

� MMOG player categories<br />

� Deep social factors<br />

� Current challenges

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