Game Design: Fun Complexity

One of the things that we’ve seen recently is a wave of games that I like to call “dumb fun”, games which cater to the lowest common denominator and sell widely, like Call of Duty and really just about anything EA makes, barring The Sims and its ilk. However, I think as game designers it’s important to consider that while simplified and streamlined explosion presentation devices are certainly a pathway to commercial success, it is possible to receive just as much enjoyment from a game that requires a little more thought. Continue reading “Game Design: Fun Complexity”

Learning from Dungeons and Dragons Online Part 3: Financial Model

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”

Learning from Dungeons and Dragons Online Part 2: Story and Presentation

I really wrote a lot of nice things about DDO, and now I’m going to get less nice.

DDO, while an exceptionally good MMORPG, is still somewhat lacking in storyline. I don’t mean this so much in the small scale as in the large scale; Korthos Island, for instance, gives you a short, simple plot, and you wind up liberating the island from the Sahuagin. This is good, but the truth of the matter is that there’s not much in the way of a “You’re an epic hero sent out to save us” thing, unlike, say, Oblivion or Skyrim (though, with Skyrim’s final bossfight *grumble grumble*) where the player is the definite protagonist. Continue reading “Learning from Dungeons and Dragons Online Part 2: Story and Presentation”

Learning from Dungeons and Dragons Online Part 1: Mechanics

My favorite MMORPG is Dungeons and Dragons Online; and I think that it’s because we can look at it as an example of a very different approach to a massive multiuser gaming experience.

Traditional MMORPGs tend to be pretty stereotypical-you picture a guy in armor running around clearing out dungeons full of foes and purging the land of wickedness. DDO does exactly the same things. It does them, however, in an incredibly different way. We won’t really be looking at the free-to-play model here (though DDO has gotten me to have my worst case of alt-itis ever, courtesy of trying to save up for adventure packs as a non-VIP), but rather at the gameplay; for MMO designers DDO’s model is perhaps a great starting point, but I’m looking at it from a more general design perspective. Continue reading “Learning from Dungeons and Dragons Online Part 1: Mechanics”