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ArenaNet's MMO Design Manifesto 178

Posted by Soulskill
from the not-the-crazy-person-kind dept.
An anonymous reader writes "ArenaNet studio head Mike O'Brien has posted his vision for a new type of MMORPG, which they used in developing Guild Wars 2. Quoting: 'MMOs are social games. So why do they sometimes seem to work so hard to punish you for playing with other players? If I'm out hunting and another player walks by, shouldn't I welcome his help, rather than worrying that he's going to steal my kills or consume all the mobs I wanted to kill? ... [In Guild Wars 2], when someone kills a monster, not just that player's party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.'"
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ArenaNet's MMO Design Manifesto

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  • by DNS-and-BIND (461968) on Wednesday April 28 2010, @05:26AM (#32011536) Homepage
    No, that would be when the developers hoard all of the items and gold for themselves and distribute just barely enough for the paying customers to survive. Despite the five-year plan that showed that treasure distribution was occurring on paper, lower level admins and moderators would hoard resources for themselves for sale on ebay and taobao. Gold farming and profit-making would be illegal, and grounds for banishment. The manifesto by O'Brien would be worshipped as a sacred document, studied in universities, and contradicting it would be grounds for banishment. Other players would be recruited as spies to inform on anyone who spoke against the developers. Players would spread out from GW2 to other games, trying to spread the gospel of O'Brien, with assassinations by polonium poisoning if necessary. Emigrating to any other game would be forbidden.

Conquest is easy. Control is not. -- Kirk, "Mirror, Mirror", stardate unknown

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