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Ultimate Game Design : Building game worlds

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

Another outstanding element to UBO is that it tries to extend the genre categories<br />

for the MMOG. If MMOG-based gaming experiences are going to survive, they have<br />

to move beyond an RPG core. There is nothing wrong with the MMOG titles out<br />

there—I think they are brilliant <strong>game</strong> feats—but much work remains to be done in<br />

scattering around the kind of content they offer to the player.<br />

Again, success or failure for UBO will not change the fact that the development<br />

team tried to extend the genre offerings for MMOGs. Innovation is painful. Bumpy<br />

development histories are okay. Some developers believe that if you haven’t shipped<br />

every title you’ve ever touched, you must not be very good at what you do professionally.<br />

Nothing could be further from the truth. Talk to the creators of many of the<br />

best-made and best-selling <strong>game</strong> titles available and you’ll hear another story. If you<br />

catch them in the right mood, they’ll tell you all about the <strong>game</strong>s that got away and<br />

didn’t ship. It’s part of the growth process.<br />

Plenty of the technology developed in the course of building UBO can be used in a<br />

number of other ways. This is true for other developers of MMOG titles as well. They<br />

can reuse their technologies to offer other types of <strong>game</strong> or <strong>game</strong>-related content.<br />

Probably most important in the development curve of an MMOG is the experience<br />

gained that can be directly applied to your next venture. This is true, of course, for<br />

non-MMOG titles as well, but it’s particularly true of MMOGs because they are so<br />

wide in scope.<br />

If you are developing an MMOG title or are planning one in your mind, take some<br />

comfort; remember we’re all in this together. At the end of the day, what we’re really<br />

looking for are new opportunities to grow gaming. MMOGs will continue to be a very<br />

important part of that plan into the future.<br />

usiness courses, computer courses, all excellent ways to prepare. Nothing makes a<br />

hiring manager feel better than hiring the right qualified person for the job and<br />

I NTERVIEW WITH MICHAEL WEINER<br />

Michael Weiner has been in the <strong>game</strong> industry since 1989 when he joined what was then Buena<br />

Vista Software (now Disney Interactive) to start both its Customer Support and Quality Assurance<br />

departments. After a couple of years with Disney, Michael moved on to Sierra Online (then still in<br />

Oakhurst, CA) and took his first formal QA manager position with Sierra’s daughter company, The<br />

Sierra Network. From there he went through a series of positions with Sega of America, Acclaim<br />

Entertainment, Disney Online, 3DO, and Hasbro. Michael has also worked as an executive recruiter<br />

for Studio Search in Las Vegas, NV and is currently doing consulting for the <strong>Ultimate</strong> Baseball Online<br />

team. His work with them centers around helping ensure proper QA practices and procedures are<br />

followed as well as running their remote testing teams. Michael has twice been a selected speaker<br />

at the industry’s <strong>Game</strong> Developers Conference (2000 and 2002).<br />

209<br />

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

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