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Ultimate Game Design : Building game worlds

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MMOG Genre Growth<br />

The most successful MMOGs to date are character development driven. There are<br />

several choices available for players looking to play these character-oriented titles.<br />

Some players complain that it seems like only character-oriented titles are available. I<br />

think titles like PlanetSide (www.planetside.com) from Sony Online Entertainment<br />

are attempting to change this dynamic. We haven’t seen the successful spread of several<br />

popular console or PC platform genres into the MMOG world. Some of the reasons<br />

for the limit of genre availability for MMOGs are all of the inherent technology<br />

restrictions involved in making any MMOG title at all. Another, as we’ve said, is the<br />

huge financial risk. Despite these reasons, developers are constantly looking for ways<br />

to offer expansive gaming experiences. The question becomes: Which genres do you<br />

build around and why?<br />

It seems that MMOGs will only grow out into new genre forms as developers begin<br />

to figure out how to offer other genres (or versions of other genres) built around<br />

many of the technology dependencies discussed in this chapter. These titles will survive<br />

only if the public receives them well and development, promotional, and support<br />

costs can be contained.<br />

NPCs and Familiars<br />

NPCs in many MMOGs are used functionally but often are somewhat sterile and<br />

hollow characters. Familiars or “pets” are used dynamically, and many players seem<br />

to like them. The <strong>game</strong> Half-life (a non-MMOG title) really raised the bar in the use<br />

of NPCs for first-person shooters. These are exactly the kind of incomplete or underdeveloped<br />

play areas that you want to try to address with your own <strong>game</strong>s. Which<br />

MMOG title will do for MMOG familiars what Half-life did to raise the bar for NPC<br />

use and interaction in FPS titles? Don’t forget that your design focus should consider<br />

what all the competitors have done well. When you understand why it works in play,<br />

you can try to evolve and refine your own play ideas into something exciting that<br />

we’ll all enjoy playing.<br />

Isolating MMOG Strengths<br />

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

At this point, we know plenty about MMOG delivery weaknesses (like latency). We<br />

must also identify strengths for the MMOG. One strength, by definition, is that you<br />

have large numbers of players collected together in a <strong>game</strong> universe of some description.<br />

It should be no surprise that you’ll probably want to tap social forces as inspiration<br />

points for play mechanics. Legendary <strong>game</strong> designer Chris Crawford wrote the <strong>game</strong><br />

Balance of Power long before the advent of the MMOG, but he applied an understanding<br />

of human conflict and human drama that helped to shape and inform<br />

<strong>game</strong>play. Ask yourself the question: How do you make the social forces we take for<br />

201<br />

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

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