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Ultimate Game Design : Building game worlds

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The power of obtaining in-<strong>game</strong> status items should not be overlooked either. In a<br />

real-world society bent on never-ending status judgments, players often take great<br />

pleasure in the display of <strong>game</strong>-based status items. This propensity, from a content<br />

development standpoint, has only been explored on the surface. There are a large<br />

number of social-force phenomena that remain to be explored within the MMOG<br />

setting.<br />

Current Challenges<br />

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

The biggest design learning challenge for MMOGs today is trying to understand exactly<br />

how to best use the medium to entertain players while at the same time building commercial<br />

content. There is such an inordinate amount of risk involved that mistakes can be<br />

fatal. As we’ve seen, MMOGs demand huge resources. If huge resources are committed<br />

to a design idea that flops, the results for <strong>game</strong> publishers can be devastating.<br />

Although there are similarities, <strong>game</strong> publishers do not yet operate under the exact<br />

same economic model as the movie business, where a monster hit can pay for many<br />

failures. Again, what makes an MMOG a “monster hit” is the subscription revenue<br />

combined with the <strong>game</strong> sales. However, as previously discussed, how many “monster<br />

hit” subscription models can survive together? What about saturation? You can see<br />

as many hit movies as you would like. You won’t be paying for each of them on a<br />

month-to-month basis.<br />

More than any other <strong>game</strong> type, the MMOG must reconcile huge financial risk<br />

with a perceived “sure thing” design idea. Perfect design ideas rarely equal perfect design<br />

implementations. Hence, the MMOG somewhat stands alone in forging out new<br />

content avenues for <strong>game</strong> players.<br />

SPORTS FANS OR GROUPS AND MMOGS<br />

If the past shapes the future, sports will most likely play a significant role in the<br />

growth of MMOGs if several technology hurdles can be overcome. Love them or<br />

hate them, sports titles have repeatedly driven console <strong>game</strong> hardware and software.<br />

Combine this force with every major console moving online with varying success so<br />

far, and you begin to create a very interesting scenario for sports <strong>game</strong> development.<br />

Sports <strong>game</strong> development for online consoles in an MMOG setting could quite certainly<br />

help innovate technology solutions that would help make other, even newer,<br />

genres available to players.<br />

It’s true that sports titles haven’t had the same exact impact on the PC, for several<br />

reasons (like the controller difference between a <strong>game</strong> pad and a keyboard), but FPS<br />

titles that have continually pushed the PC forward don’t typically do very well on the<br />

consoles.<br />

203<br />

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

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