mmo
Planetside 2???
by covert.c. on Sep.29, 2009, under FPS, games design, mmo

I would very, very, very much welcome this.
According to RPS, this may be in the works. Per http://www.rockpapershotgun.com/2009/09/26/sony-to-develop-planetside-2/.
As a somewhat seasoned (but inexpert) Planetside player (CR4), Planetside had a great mix of teamplay, massive battles, and a wide variety of individual player choice (specializations, vehicles, objectives). It’s probably one of my favourite games of all time. I moved on when it was clear the game was dying a slow death (empty servers, etc.).
My thinking on PS2:
- A PVE axis that contributed to the overall battle (and your XP). This was planned for, and never implemented in the original. There was a real lack of solo content in PS, and this would have really helped.
- Better base design, thus removing the layout silliness that players would exploit. Also base placement was a huge problem, very odd design decisions were made in that regard.
- Better LFM/LFG system. Enough of the hunting for extra squad members.
- Proximal VOIP system would allow you to shout at nearby players to get them moving. Teamspeak was great if you were already grouped, however the whole server couldn’t be on your TS server.
- If the game has a “Command” specialization that allowed them special privilege to direct the battle, then reward players who following your orders. This would ecourage better organization and get groups moving in the same direction. Having more people on one side of a battle made all the difference.
- Reward the support activities of players who chose to perform roles that don’t involve battle. The ANT drivers and the GAL pilots should be encouraged, not excluded.
- Outfit/Guild Housing is absolutely required. The implementation of Outfits was an aborted design, obviously. There must be clear benefits to joining an Outfit and sticking with it. And then rewarding the successful ones. A game built around teamplay should structure itself around the entire concept of “Team”.
The list goes on, now that I start thinking about it. Planetside was THE GAME that realised the goal of most MMO games. Massive battles, massive coordination, esprit de corps, and most of all, fun! I miss that game.
Massively online communities : the genre paradox II
by covert.c. on Jan.24, 2007, under WoW, games industry, gaming, geek culture, mmo, mmorpg, new media

As mentioned in my previous article, gamers expect a community from the game publisher. In a sense, this demonstrates the unique position of videogames in the landscape of entertainment. Consequentially, feedback and community become a cost of doing business.
I believe we’re quickly reaching the point where publisher-run communities no longer serve their purpose. The communities are too vast. Moreover, the gamers themselves have evolved toward a deeper level of sophistication. Gamers are the reason we’ve come this far, and we simply demand more.
Massively online communities : the genre paradox
by covert.c. on Jan.17, 2007, under WoW, games industry, mmo, mmorpg

The nature of things
When online gaming was getting started, there was a certain novelty in spending vast swathes of time with the same people on the same game servers, night after night. It seemed inevitable that we’d eventually all team up. And team up we did. Forming groups is the most basic of human qualities, and is certainly no less true in virtual worlds.
Aiming at Vanguard
by covert.c. on Oct.23, 2006, under WoW, games design, mmo, mmorpg

Quiz. What do these three things have in common?
a) Hockey
b) Artillery
c) MMORPG Design
Give up?
The answer : it’s where you aim your shot.
In the immediacy of hockey, players don’t pass to where their teammate is, but where they’ll be in the next 0.5 seconds. In artillery, shots follow a ballistic trajectory. In sum, the game isn’t won by playing the current game. It’s won by anticipation.
MMORPGs, Security, and the Grand Promise of Middleware
by covert.c. on Oct.06, 2006, under WoW, games design, games industry, games programming, mmo, mmorpg, security

A big congratulations goes out to Neardeath Studios on the 10th year of Meridian 59. What a fantastic accomplishment. M59 is the first, the longest-running, and most respected MMORPG of them all.
This article is in response to M59 co-creator Brian “Psychochild” Green’s post, “Why middleware will not save us“. He hits pretty hard, and sets his sights on the “middleware market” in the MMORPG space. I’ll say I agree with the bulk of it. Yet, some of the specifics cause me trouble. Thus this post.
His argument noted two levels of the MMORPG industry, the indies and the AAAs (”the blockbuster games”). The gist of his article is that, as a technological cure-all, MMORPG middleware companies fail in their promise. They will make little impact on game development in MMORPG games. A gross-oversimplification on my part, so I’d encourage you go read Psychochild’s post.
First off, how does one define middleware?