MMORPG design

Not An MMO

December 7, 2007 f13.net

f13.net is Erik Schild.

f13.net:

I’m here with Adam Carpenter, in the parking garage of the Internet (level 3B, for those wondering). So, who are you?

Adam:

I’m the Lead Designer on Fury and the Creative Director at Auran Games.

f13.net:

So we met a while ago and Fury was, at that time, in alpha and you were already giving demos. Unlike the current state, which we’ll get to, what was the climate like back then? Specifically, speaking to the budget and game development.

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Fury
MMORPG design
The Business
interviews

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The Van Of An Army Is Not Its End

May 17, 2007 f13.net

f13.net is Erik Schild.

f13.net:

What was the relationship in the office between Microsoft and Sigil prior to the split?

Brad McQuaid:

As I’ve posted a number of times, there was a regime change at Microsoft where they reorganized a lot of their game studios. The people who were in charge of the Vanguard project on the Microsoft side went elsewhere and a completely new group of people were put in place.
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MMORPG design
The Business
Vanguard
interviews

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Instantiation

April 28, 2003 fohguild.org

Kreugen:

I haven’t gone through all of the replies yet, but I want to clear something up. You do not and should not hold yourself to the specific numbers I provided, especially with the challenge/raid zones.

Say you want a zone that players can only attempt/defeat once a week, much like EQ now. Maybe the zone is nothing more than one encounter and the zone itself only stays up for six hours from the time its created. Point is, the amount of time the zone stays up does not have to correspond to the respawn time - if you want a zone done once a week, the zone does not have to stay up for an entire week taking up cpu. In fact, once certain conditions have been met - say, all of the ‘named’ have been killed - these zones should expire after a few hours no matter how much time was remaining. In any case, the players cannot return until you want them to. This way you can control the flow of loot and so forth.

Again, the point is the players are not fighting one another over content.
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MMORPG design

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What We Have Here Is A Failure To Communicate

March 11, 2008 risen-guild.com

Failure:

To start off, I am making this post to hopefully clear up a number of misconceptions spreading around. That being said, I am fully aware that the same people who are so hopelessly lost now will stay lost, due to their inability to understand simple English.
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MMORPG design
Quit threats
World of Warcraft
anti dev rants

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Fury Beta Feedback

July 15, 2007 forums.auran.com

Isaiah Cartwright:

The new player experience is extremely rough, you start in knowing very little, with very few skills to choose from, even after the tutorial when you jump into games with people who have more skills, more equipment it’s just not fun. Every game I played I would run across some character that could do over 1000 damage to me, I only have 2500 hp, and he could normally heal himself for more damage then I could ever do. I’m sure once I understood the game better and had more team work with my team mates maybe I would know what to do to kill him, but players are not going to spend that kind of time when they die in 3 hits and never make any progress. The combat is extremely fast, extremely confusing, and is going to turn away people before they can get into it.
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Fury
MMORPG design

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Tranquility Base here - The Hellfish Has Landed

November 16, 2005 conquest.teamgbu.net

Quigon:

There are probably 5 threads on this forum, and many more on the WoW raids and dungeons forums that bring up the question of aggro generation on Broodlord, and various other fights.

The current chart out there for aggro on main tanks is rather missleading, and I had already made this graph for my own guild, so I figured I would post some here as this has always been a great place for warrior type discussions.
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MMORPG design
World of Warcraft

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You’ll Never Catch Me, Copper

August 28, 2006 arstechnica.com

Peter Pollack:

It might have been a scene out of some movie about the Great Depression. Hundreds of frantic people tearing their hair out as they mob the doors to a bank, only to realize that the bank’s owners, along with their money, had vanished into thin air.
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EVE
MMORPG design
RMT

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Leper, Leper, Unclean, Unclean

September 22, 2005 news.bbc.co.uk

Mark Ward, BBC News:

A deadly virtual plague has broken out in the online game World of Warcraft.Although limited to only a few of the game’s servers the numbers of characters that have fallen victim is thought to be in the thousands.
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MMORPG design
World of Warcraft

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It’s Okay, Guys, I’ll Pop Enrage

December 23, 2005 worldofwarcraft.com

warriors:

Enrage - The talent will now grant 5/10/15/20/25% extra damage when enraged, instead of 8/16/24/33/40%.

just wondering what the reason behind this is? sorry if this is a re-post.

Tseric:

That’s ok. I commented on the warrior forums about this before, but the thread may be lost or consumed.
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MMORPG design
World of Warcraft

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I Know This Hurts You, Mr Afrasiabi

July 22, 2002 fohguild.org

Furor:

Some people would call me an avid Everquest player, perhaps to the point of fanaticism. If I were to describe myself to another person, however, my life with Everquest would more than likely be a tale left untold. It’s as if I lead a secret life: During the day I work, on weekends I go out with my friends and see my family, but on weekdays, once I’m home from work, I play Everquest. Rabidly.
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EverQuest
MMORPG design
RMT
anti dev rants

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