IBM MMOG Roundtable Rundown 20
Plaguelands has up a rundown on the recent IBM MMOG Roundtable, with speakers such as Steven Reid, Raph Koster, and Geoff Heath putting in their two cents on the growing massive industry. Krones is not shy about voicing his opinions as regards the speakers and their effectiveness. From the article: "Continuing on, despite my subjective disagreement, Steven Reid; Directory of Community Relations NCsoft Europe stepped in after Heath and he pretty much spoke general edification about mmo communities. His presentation was average, not up to the quality of articles seen from community specialist Jessica Mulligan, but I believe he is well qualified in doing what he does and has an excellent head on his shoulders. The defining part of his presentation on community building is that community leaders should be local and native from that community. This is crucial for many reasons... including the most important, cultural differences." Also includes links to streaming media of the event.
Pathfinding (Score:2, Interesting)
I suspect a lot of work has already been done on pathfinding (the optimum legal way for a monster to get from A to B?). An algorithm that delivered a performance bonus and good pathfinding would be a MMORPG's Holy Grail.
Unless the game makers are happy to get people to buy faster computers for poor pathfinding.
Re:Pathfinding (Score:3, Interesting)
Re:To summarize (Score:2, Interesting)
I'm not whining or being defensive here--I really do find it curious. I suppose it's derailing the thread, but why is it that gamers behave in this different way? Is it because of greater passion? The illusion of greater knowledge about the entertainer? The illusion of greater understanding of the process? Why is the rant considered to be one of the highest forms of game critique?
Re:To summarize (Score:3, Interesting)
In a sort of dramatic irony, part of the reason that some of the more ambitious features of SWG fell flat is because the players, driven by greed and the desire to be first at something, chose to do things the hard-but-fast way instead of doing things the way the game tried to steer them. They should be blaming themselves for the failures in SWG's design, instead of blaming the designers. It's really the players' fault tht eliminating "the grind" is probably the biggest challenge in MMOGs.
By the way, book authors really don't make a good comparison to MMOG designers. But you may cringe at who does:
Politicians.
All those rants on the official boards of whatever game? They're just the 21st century version of a grumpy, crotchety letter to the editor.
Re:To summarize (Score:2, Interesting)