One of the things that players of games notice intuitively is their user interfaces. Small things make a game’s interface fluid or clunky, and ugly or beautiful. A designer who isn’t careful can introduce unnecessary elements or hide crucial information and functionality, crippling their game while working on a part of it that is often underrated. Furthermore, interfaces set the mood of the game before any of the other art and mechanics come to the forefront.
It’s generally well accepted that players who have an enjoyable social experience in game have a higher rate of coming back to a game and will generally enjoy it more than players who are alone, especially in a massively multiplayer environment. This requires designers to take a certain approach to the design of their games that is social play oriented, rather than just play oriented. Continue reading “Game Design: Encouraging Social Play Part 1: Scales of Play”
Dungeons and Dragons Online, as I’ve said before, is my favorite MMORPG, and there’s several things I like about its business plan that really help me as a player who isn’t willing to subscribe but is willing to buy content on occasion (though that might change; I’m not planning on subscribing forever but I might pick up VIP for the months when I’m off school next summer). Continue reading “Learning from Dungeons and Dragons Online Part 3: Financial Model”