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	<title>Seán Bulger &#187; mmo</title>
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	<link>http://www.seanbulger.com</link>
	<description>Gamer, tech-geek, SFF nerd, and community manager at Qualcomm Atheros, among other things.</description>
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		<title>I Really Have No Idea What I Want in an MMO</title>
		<link>http://www.seanbulger.com/2010/03/i-really-have-no-idea-what-i-want-in-an-mmo/</link>
		<comments>http://www.seanbulger.com/2010/03/i-really-have-no-idea-what-i-want-in-an-mmo/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 20:42:58 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://www.emergentfuture.com/?p=1001</guid>
		<description><![CDATA[<p>Sometimes I really do wonder if I could ever find an MMO that would truly please me, that would really capture my ideal, and would engross me for years on end. I&#8217;ve played an awful lot of MMOs out there, partly because none of them have ever really captured me like that, even though I [...]]]></description>
			<content:encoded><![CDATA[<p>Sometimes I really do wonder if I could ever find an MMO that would truly please me, that would really capture my ideal, and would engross me for years on end. I&#8217;ve played an awful lot of MMOs out there, partly because none of them have ever really captured me like that, even though I find many of them to be very solid, good, fun games. Yet, I think that what I want from an MMO is infinitely too contradictory for me to ever get something ideal.</p>
<p>What do I mean by contradictory? Well, here are just a few examples:</p>
<p><strong>I want large, open, living, breathing worlds that lets me set my own goals.</strong></p>
<p>But I guess I don&#8217;t. I like having some sort of a goal to work towards, as much as I&#8217;d really like to say that the journey is what I find fun. And, really, I think that is a very truthful statement, but without some sort of a goal, I seem to be unwilling to go out and have fun for the sake of having fun. Yet, if I&#8217;m allowed to choose my own goals, I have a very difficult time doing so. That&#8217;s why I never enjoyed Star Wars Galaxies much, because I could never figure out what I wanted to do.</p>
<p><strong>I want players to be the ones that I&#8217;m working with and against to change the world, and share a dynamic setting that is far from dull and static.</strong></p>
<p><strong> </strong>But I guess not. EVE Online is a fantastic game that I highly recommend, and as much as I love the basic idea of the game, it has real issues for me. One of the biggest is the &#8216;atmosphere&#8217; of the game. It is set in cold, harsh, uncompromising, and uncaring space: exactly like the game itself. Even when I am teamed up with with other players, there is always the fear of betrayal, and there is always the constant undefined conflicts. While it is very interesting, I know deep down I prefer a more cooperative environment.</p>
<p><strong>Playing off both of those combined, I would like to see PvP that is more realistic and open, instead of artificial scenarios.</strong></p>
<p><strong> </strong>But I know that isn&#8217;t true. On some intellectual level, yes, I love the idea of open PvP. Yet, similar to the reasons above, I prefer a more cooperative environment. More importantly, it is extremely rare for any open world PvP fight to be anything remotely fair. I prefer my fights to be fair and fun, and not one-sided.</p>
<p><strong>I want to have a high level of interactivity and dependency on other players.</strong></p>
<p><strong> </strong>But I guess not to the extent I use to think, at the very least. I like soloing often enough, simply because I like to play much more casually these days. I love grouping all the same, but I actually have never cared for raids. Yet, if I&#8217;m mostly concerned with playing in small (although frequently changing) groups of people, I almost question why I play MMOs to begin with. Ultimately, I guess what I mostly want is to have some sort of meta-game-esque thing that I&#8217;m working on with other players. For example, building a city in Star Wars Galaxies was pretty cool.</p>
<p><strong>I would like to see MMOs incorporate more story into them.</strong></p>
<p>Which&#8230; yeah, that one is pretty much true. Yet, it seems like most MMOs that try to do that do it very wrong. I don&#8217;t want to be the lone hero &#8211; because I know that a few thousand other people also just rescued the princess and defeated the big-bad-dude. Ultimately, I want a story that makes me feel like I am among the heroes, and the other heroes are the players &#8211; and I don&#8217;t want to feel like every accomplishment I make in the game is what everyone else has done as well, as near-impossible a it is to avoid that. Basically, I don&#8217;t want to be the lone hero, but I don&#8217;t want to be just some other random person.</p>
<p><strong>Ultimately&#8230;</strong></p>
<p>I want a game that is a themepark, so it can give me some sort of a goal, but is also an open world, and gives me the freedom to go out and do what I want. It should have open and more realistic PvP, but PvP that isn&#8217;t one-sided and unfair. I want to be heavily tied into playing with other people and have what they do affect me in a way that makes me feel like I am playing a game with thousands of people instead of a single-player game &#8211; but I should be able to do things on my own as much as I want. I would like to see an MMO with a real story, but one that doesn&#8217;t revolve around just me. It should make me feel like I am participating in it with many people, and in a way that still makes me feel like I am impacting things.</p>
<p>So, basically, I want something similar to this:</p>
<p><img class="aligncenter" title="Contradiction" src="http://gr8brainfarts.files.wordpress.com/2008/02/contradiction.jpg" alt="" width="360" height="303" /></p>
<p>All styles of games, be they sandbox, themepark, open pvp, battlegrounds, or whatever, they all have problems. I idealize open, sandbox worlds, but I&#8217;ve never played one that I actually <em>liked</em>. Again, I love EVE on an intellectual level, but I know it isn&#8217;t for me. I think themepark worlds are pretty dull and far from an ideal, but I&#8217;ve spent more time playing them than sandboxes, and I&#8217;ve enjoyed some of them quite a bit. However, I always get bored with them rather quickly.</p>
<p>I imagine I&#8217;m not all that alone in my desire for this game of great contradiction, but I also don&#8217;t think that it is really feasible to create something like it. The only contradictory part that I think could really be fixed is the story one, and maybe the player interaction one. Neither would be easy to do.</p>
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		<title>How to Develop a Free-to-Play MMO Model that isn&#8217;t Irritating</title>
		<link>http://www.seanbulger.com/2010/03/how-to-develop-a-free-to-play-mmo-model-that-isnt-irritating/</link>
		<comments>http://www.seanbulger.com/2010/03/how-to-develop-a-free-to-play-mmo-model-that-isnt-irritating/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 00:17:23 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://www.emergentfuture.com/?p=975</guid>
		<description><![CDATA[<p><a href="http://www.istockphoto.com/file_thumbview_approve/217845/2/istockphoto_217845-raining-money.jpg"></a>Back in 2007, there was an awful lot of talk about how Free-to-Play games with microtransactions were not just interesting, but also a very viable direction to take. At the time, I did not disagree with this, and I haven&#8217;t been surprised to see more and more games coming out using this model. However, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.istockphoto.com/file_thumbview_approve/217845/2/istockphoto_217845-raining-money.jpg"><img class="alignright" title="Raining Micropayments" src="http://www.istockphoto.com/file_thumbview_approve/217845/2/istockphoto_217845-raining-money.jpg" alt="" width="118" height="182" /></a>Back in 2007, there was an awful lot of talk about how Free-to-Play games with microtransactions were not just interesting, but also a very viable direction to take. At the time, I did not disagree with this, and I haven&#8217;t been surprised to see more and more games coming out using this model. However, while I agreed with it from a developer standpoint, I was very skeptical about playing games that relied largely on microtransactions, partly for the reasons that make them so attractive for developers. After playing a few of them, my opinion hadn&#8217;t exactly improved much either, although there are a few examples of good microtransaction systems.</p>
<p>When it comes down to it, many Free-to-Play games are not well designed for the consumer. You can probably see that in games like <a href="http://www.allods.com/">Allods</a>, which despite apparently being a very solid MMO, has been taking <a href="http://allods-forum.gpotato.com/viewtopic.php?f=5&amp;t=8826">a lot of flack</a> because of their microtransactions. I think this isn&#8217;t because people aren&#8217;t unwilling to pay, but rather because people aren&#8217;t willing to pay for certain things.</p>
<p><strong>Don&#8217;t charge for small things that people don&#8217;t value beyond the fact that they make the game more convenient, playable, or are considered required by the player-base.</strong></p>
<p>Ultimately, a lot of Free-to-Play games charge for the wrong things. That is to say, they charge for things that the player-base considers to be &#8216;required&#8217; to play the game, such as the ability to get rid of massive stat-loss from death or extra bag space in Allods (sorry to keep picking on you guys, but you&#8217;re timely!).</p>
<div class="wp-caption alignright" style="width: 170px"><a href="http://www.pvponline.com/images/blog/bookbag.jpg"><img class=" " title="Bag of holding" src="http://www.pvponline.com/images/blog/bookbag.jpg" alt="" width="160" height="160" /></a><p class="wp-caption-text">Bags usually aren&#39;t awesome enough to charge for.</p></div>
<p>Honestly, I don&#8217;t think a bag is worth ten cents. It is just a bag. Heck, I have a hard time spending money on a bag in real life, much less a virtual one. That isn&#8217;t something that people value. It also isn&#8217;t something that adds to the game experience. Rather, it is something that they feel they need to buy to keep playing. It is a requirement to buy, not a fun thing that enhances their experience.</p>
<p>While many games that have items like these in their cash shops, they do tend to provide ways to get these items using in-game means. The in-game means are often gruelingly difficult to actually do. I understand why that is the case, of course. If it is just as easy to grab the item in-game as it would be to pay for it, then certainly no one would pay for it. But this highlights the other flaw:</p>
<p><strong>The purpose behind games are for them to be fun and enjoyable. Your core game, without any add-ons, needs to be that. If your game is free-to-play, I shouldn&#8217;t have to engage in microtrasactions to enjoy it.</strong></p>
<p><strong><span style="font-weight: normal;">That might seem extremely unfair to the developer &#8211; and it is! A lot of work goes into creating a very polished, good, and fun game. However, I&#8217;m only going to drop money down on a game that I actually like and find enjoyable. If I have to keep shelling out real cash for upgrades that keep my character viable, I am probably not going to have fun with the core game, so I am less likely to keep playing.</span></strong></p>
<p><strong><span style="font-weight: normal;">I do think that there are ways to implement microtransactions correctly. While I haven&#8217;t spent overly long playing Dungeons and Dragons Online, and while there are flaws, I think part of their cash shop is a good example of Doing It Right. While they still have items that you can buy which buff your character somehow, generally speaking, their core game experience is playable and fairly fun.</span></strong></p>
<p><strong>While players shouldn&#8217;t have to pay to enjoy your game, they should pay for things that extend and broaden their enjoyment of the game.</strong></p>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><a href="http://ddo.com">Dungeons and Dragons Online</a> provides a decent core experience. You have a character that can be all but two of the available classes and races. The things you cant be aren&#8217;t really overpowered. You can play through a fairly decent amount of quests and adventures that are supplied to you, free of charge, when you first install the game. You can, if you want, live off of that content and nothing else &#8211; although you will probably repeat dungeons often enough for lack of content, but they are, in theory, designed to be fun enough that you can repeat them. That&#8217;s fine, and I can live with that.</span></strong></span></strong></p>
<div class="wp-caption alignleft" style="width: 154px"><a href="http://www.epicwin.org/img/ax08/18.jpg"><img class=" " title="Longsword of Ass Kicking" src="http://www.epicwin.org/img/ax08/18.jpg" alt="Longsword of Ass Kicking" width="144" height="181" /></a><p class="wp-caption-text">Wait, why would I want to pay to be like this guy?</p></div>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;">However, if I&#8217;m a little bored of the content, I can buy a new module. A new module features new quest lines, new things to fight, new traps to work past, and new puzzles to solve. It is, effectively, a mini-expansion at a mini-price. I already pay for expansions to subscription-based MMOs, and I have a hard time saying that extra content isn&#8217;t worth money. It is obvious to me that someone took the time to craft dungeons and write plots, and it gives me a few more hours of fun times in the game. A &#8220;+5 Longsword of Ass Kicking&#8221; on the other hand may sound cool, but it doesn&#8217;t give me anything new to experience after I&#8217;ve worn out the content of the game. Why would I waste money on that?</span></strong></span></strong></p>
<p><strong>Players need to be able to decide when they want to spend their cash on their own terms. You shouldn&#8217;t be deciding that for them. Let the players have as much control as possible.</strong></p>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"> </span></strong></span></strong></span></strong></p>
<p><strong><strong><strong> </strong></strong></strong></p>
<p><strong><strong><strong> </strong></strong></strong></p>
<p><strong><strong><strong> </strong></strong></strong></p>
<div class="wp-caption alignright" style="width: 152px"><a href="http://www.jinx.com/Content/Product/252p_0c_1b.jpg"><img class="    " title="Adventures Through the Grue Infested Caves of Darkness" src="http://www.jinx.com/Content/Product/252p_0c_1b.jpg" alt="" width="142" height="142" /></a><p class="wp-caption-text">You know it sounds like an epic adventure.</p></div>
<p><strong><strong><strong><span style="font-weight: normal;">When I reach level 20 I don&#8217;t want to feel required to buy the &#8220;Bag of Carrying More Worthless Junk&#8221;, because more things drop from mobs at that level, and I&#8217;m expected to carry around a boat-load more stuff than I did a few levels before. However, I&#8217;m totally cool with purchasing the &#8220;Adventure Through the Grue Infested Caves of Darkness&#8221; adventure pack because I like the sound of it and I&#8217;d rather like to play through it. I don&#8217;t have to, but it sounds, well, fun. That&#8217;s the point of gaming after all, right? The freedom to decide when to drop my cash is important to me. Sometimes I can afford it, and other times I can&#8217;t. I also like the ability to choose what content I want to buy, and what content I don&#8217;t want to buy. I can tailor the game to my needs &#8211; which is actually really unique to Free-to-Play models.</span></strong></strong></strong></p>
<p><strong>The things you sell should encourage you to keep providing new content to your players.</strong></p>
<p>It takes no time at all to create that &#8220;+5 Longsword of Ass Kicking&#8221; but it does take a while to create a new set of dungeons and quests. When you&#8217;re selling the latter, you&#8217;ll be encouraged to invest the time and effort to actually create new content for the community. When you&#8217;re doing the former, you have much less motivation to do so. Heck, I&#8217;ve played a ton of MMOs with subscription fees &#8211; which partly exist to fund live teams to keep producing new content &#8211; only to get nothing out of them until a $30 or $40 expansion comes around.</p>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;">While I&#8217;m certain this isn&#8217;t a complete list, these are certainly key things that I would like to see future Free-to-Play MMOs work to implement. Also, this isn&#8217;t to suggest that Allods is a bad game, or that DDO is some sort of gaming Messiah (it isn&#8217;t). Rather, the former is just one of many games that I don&#8217;t think handle microtransactions correctly, while the latter is an example of a game that partly does it right &#8211; and partly does the same stuff that every other game seems to.</span></strong></span></strong></span></strong></span></strong></p>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;">Serving up new adventure packs isn&#8217;t necessarily the end-all-be-all, but is rather one idea that I think works pretty well. What are some other ideas? Well, I&#8217;ll worry about coming up with them if someone pays me to do so. But I like being a community manager, so you&#8217;ll have to figure that out yourselves!</span></strong></span></strong></span></strong></span></strong></p>
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		<title>Rise From Your Grave! Heatwave Revives Gods and Heroes</title>
		<link>http://www.seanbulger.com/2010/02/rise-from-your-grave-heatwave-revives-gods-and-heroes/</link>
		<comments>http://www.seanbulger.com/2010/02/rise-from-your-grave-heatwave-revives-gods-and-heroes/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 00:33:56 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game news]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=952</guid>
		<description><![CDATA[<p style="text-align: center;"></p> <p>You may recognize the name Gods and Heroes from a few years back. It was a game being developed by <a href="http://en.wikipedia.org/wiki/Perpetual_Entertainment">Perpetual Entertainment</a>, the studio that was also developing Star Trek Online before they closed their doors. Whenever a studio closes, it is always a sad. Developers find themselves out of work, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" title="Gods and Heroes" src="http://www.godsandheroes.com/img/GnH-Logo.png" alt="" width="392" height="83" /></p>
<p>You may recognize the name Gods and Heroes from a few years back. It was a game being developed by <a href="http://en.wikipedia.org/wiki/Perpetual_Entertainment">Perpetual Entertainment</a>, the studio that was also developing Star Trek Online before they closed their doors. Whenever a studio closes, it is always a sad. Developers find themselves out of work, and the games that they were making are often lost to the void. Of course, <a href="http://startrekonline.com/">Star Trek Online</a> was saved from oblivion by <a href="http://www.crypticstudios.com/">Crytpic</a>, and now it appears that Gods and Heroes, a game that was literally <em>weeks</em> away from going live when the company folded, <a href="http://pc.ign.com/articles/107/1070835p1.html">has been revived</a> by a local Austin studio, <a href="http://www.heatwave.com/#home">Heatwave Interactive</a>.</p>
<div class="wp-caption alignright" style="width: 200px"><a href="http://cache.kotaku.com/assets/resources/2007/12/Gods%20&amp;%20Heroes.jpg"><img class="    " title="Gods and Heroes in action" src="http://cache.kotaku.com/assets/resources/2007/12/Gods%20&amp;%20Heroes.jpg" alt="" width="190" height="152" /></a><p class="wp-caption-text">Gods and Heroes in action</p></div>
<p><a href="http://www.godsandheroes.com/">Gods and Heroes</a> was a pretty interesting sounding game, and it had more than a few eyes of potential players locked onto it. While its return from the dead may indicate it, it actually had nothing to do with the inevitable Zombie Apocalypse, but instead was a game set in ancient Rome that blended both historical enemies and mythological creatures. It was also interesting in that it focused on the players not just controlling their own characters, but also up to four &#8216;minions&#8217; as well, which is similar to what we see in Star Trek Online now.</p>
<p>Of course, Gods and Heroes likely had some technical issues that Heatwave will have to work out, and there will also be the question of how much they will decide to change the game to better meet the current market, such as providing a graphics update, or other changes. Interestingly enough though, they&#8217;ve actually gotten hold of the license, as well as all of the work done on the game so far, so it is possible they may not stray too far.</p>
<p>While there were plenty of jokes about how Perpetual Entertainment didn&#8217;t exactly live up to its name when it folded, I find myself starting to disagree. While the studio may have closed, both projects have managed to live on now. It will be interesting to see how this one develops, and it is also just nice to see another MMO being worked on out here in Austin.</p>
<p>(Also, I respect anyone who gets the reference in the title of this post.)</p>
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		<title>Could Non-Persistent World &#8216;MMOs&#8217; Work?</title>
		<link>http://www.seanbulger.com/2009/11/could-non-persistent-world-mmos-work/</link>
		<comments>http://www.seanbulger.com/2009/11/could-non-persistent-world-mmos-work/#comments</comments>
		<pubDate>Sat, 14 Nov 2009 21:02:32 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=879</guid>
		<description><![CDATA[<p style="text-align: center;">&#160;</p> <p>To say that I&#8217;ve been enjoying BioWare&#8217;s latest RPG <a href="http://dragonage.com">Dragon Age</a> would probably be somewhat of an understatement. The throwback to classic gameplay with an interesting world, fairly good story, and great characters, has done plenty to capture my attention for more hours a day than I&#8217;d care to admit to. [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;">&nbsp;</p>
<div id="attachment_880" class="wp-caption aligncenter" style="width: 603px"><a href="http://www.emergentfuture.com/wp-content/uploads/2009/11/dragon_age_social_network1.jpg"><img class="size-full wp-image-880 " title="dragon_age_social_network" src="http://www.emergentfuture.com/wp-content/uploads/2009/11/dragon_age_social_network1.jpg" alt="While it isn't the best social network by any stretch, BioWare (perhaps unintentionally) presents an interesting question." width="593" height="152" /></a><p class="wp-caption-text">While not having the best social network, BioWare (perhaps unintentionally) presents an interesting question.</p></div>
<p>To say that I&#8217;ve been enjoying BioWare&#8217;s latest RPG <a href="http://dragonage.com">Dragon Age</a> would probably be somewhat of an understatement. The throwback to classic gameplay with an interesting world, fairly good story, and great characters, has done plenty to capture my attention for more hours a day than I&#8217;d care to admit to. However, while it is solid game, I&#8217;ve found that it has done a lot to interest me in entirely different areas than I would have expected. This is largely due to the <a href="http://social.bioware.com">BioWare Social Network</a>. While as a social network it is&#8230; weak, buggy, and generally flawed, I do think that it proposes a few questions, that sadly Dragon Age itself cannot answer: could a game be run without a true persistent world running on the servers of some game company, but still feature MMO-like community and gameplay?</p>
<p>Dragon Age doesn&#8217;t feature any multiplayer capabilities &#8211; which I feel is quite a shame really &#8211; but it does integrate with this social network. Players can upload their statistics and character portraits, post status updates, mingle on forums, and even seek out other people who are interested in building mods for the game. Yet, what would have happened if the game included multiplayer, and truly made use of that social network, which I have no doubt few people actually use as is?</p>
<p>If it wasn&#8217;t for the fact that that you were controlling four characters at one time, and that you are frequently pausing the game when playing through combat in Dragon Age, the game would basically play like an MMO. If you happened to have a few other people in your game, who were controlling the other characters as you traveled through the depths of some dungeon, it would be indistinguishable from an MMO instance. If characters were kept persistent, that would be even more true.</p>
<p>The social network would allow for the community to form. You could have &#8216;groups&#8217; like Facebook, which would function similar to guilds. Just, instead of grouping up to grind out a level somewhere, you&#8217;d be grouping up to run through various instances in the game. In a lot of ways, if you&#8217;ve ever played Warhammer Online, and experienced the Scenarios, I&#8217;m sure you could no doubt imagine similar things in such a game, as well. In fact, if Warhammer Online had cut out the over-world, they could have created a game focused on a variety of scenarios, and still even retained the zone control mechanics.</p>
<p>If you combined similar PvP scenarios, with dungeon instances &#8211; even ones that allowed full-sized raids, as after all, Neverwinter Nights allowed for 64 or so people to play on the same world &#8211; you could have a strong framework for a game built around a similar social network. The really crazy part though? Unlike an MMO, you could let users host the servers, just like your general FPS games. I imagine it could work well with a free-to-play model.</p>
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		<title>Runes of Magic Review Up at MMORPG.com</title>
		<link>http://www.seanbulger.com/2009/05/runes-of-magic-review-up-at-mmorpgcom/</link>
		<comments>http://www.seanbulger.com/2009/05/runes-of-magic-review-up-at-mmorpgcom/#comments</comments>
		<pubDate>Thu, 21 May 2009 15:24:11 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=662</guid>
		<description><![CDATA[<p><a href="http://www.mmorpg.com">MMORPG.com</a> has a review of <a href="http://www.runesofmagic.com/">Runes of Magic</a> up at their website that I drafted up for them after spending some time with the game. While I&#8217;ve posted a few articles up about the game in the past, this one goes in much greater detail about how the game actually stacks up. In [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.mmorpg.com">MMORPG.com</a> has a review of <a href="http://www.runesofmagic.com/">Runes of Magic</a> up at their website that I drafted up for them after spending some time with the game. While I&#8217;ve posted a few articles up about the game in the past, this one goes in much greater detail about how the game actually stacks up. In brief, it is a pretty average, generic game over all, but with enough interesting features &#8211; and the lack of a subscription fee &#8211; to make it potentially worthwhile. Check out the <a href="http://www.mmorpg.com/gamelist.cfm/game/351/view/reviews/load/82">full review</a> for more details.</p>
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		<title>Free Realms Hits One Million Accounts in 18 Days</title>
		<link>http://www.seanbulger.com/2009/05/free-realms-hits-one-million-accounts-in-18-days/</link>
		<comments>http://www.seanbulger.com/2009/05/free-realms-hits-one-million-accounts-in-18-days/#comments</comments>
		<pubDate>Fri, 15 May 2009 17:03:19 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game news]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=638</guid>
		<description><![CDATA[<p style="text-align: center;"></p> <p>Back at the Game Developers Conference in 2007, there were a few major topics/buzz words being tossed around at the time. One of them was &#8220;emergent gameplay,&#8221; which actually inspired the name of this website, and the other one was &#8220;micro-transactions.&#8221; When I say micro-transactions though, I don&#8217;t necessarily mean the flood [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" title="Free Realms" src="http://clearnet.co.nz/assets/images/ign/news/848450/FR-Final-Logo_PC_USboxart_160h.jpg" alt="" width="384" height="115" /></p>
<p>Back at the Game Developers Conference in 2007, there were a few major topics/buzz words being tossed around at the time. One of them was &#8220;emergent gameplay,&#8221; which actually inspired the name of this website, and the other one was &#8220;micro-transactions.&#8221; When I say micro-transactions though, I don&#8217;t necessarily mean the flood of downloadable content that has become available for purchase for many games, but rather for the use of them in MMOs. (Yeah, shockingly I attended most every MMO-related session.)</p>
<p>Following that announcement, I hadn&#8217;t seen anyone actually use a micro-transaction model, except for games coming out of Asia, which had been using them for some time already, and were the reason it was such a big deal at that GDC. Still, very few of those games were very high profile, nor did they capture much of a Western audience. Plus, an awful lot of them were not fully featured games with a lot of polish and content. Basically, most weren&#8217;t up to &#8220;subscription-level quality,&#8221; so to speak.</p>
<p>Then <a href="http://us.runesofmagic.com/us/index.html">Runes of Magic</a> launched recently. It is an Asian game, coming out of Taiwan originally, but it was made with an awful lot of Western influence. In the first two months of launch, the game has gained a <a href="http://www.massively.com/2009/05/14/runes-of-magic-reaches-1-million-registered-users/">million accounts</a> in North America and Europe. Props.</p>
<p>However, Sony just demolished them.</p>
<p>While Sony certainly has its roots as a Japanese company, games developed by <a href="http://station.sony.com">Sony Online Entertainment</a> come out of the United States. While every major title under Sony&#8217;s MMO selection thus far has been subscription titles, they&#8217;ve changed that with the launch of <a href="http://www.freerealms.com/">Free Realms</a> &#8211; an MMO designed for a younger audience. There is certainly a market for online games amongst the younger crowd, as well evident in the success of <a href="http://www.clubpenguin.com/">Club Penguin</a>. SOE was able to tap into that market quite successfully, gaining an impressive <a href="http://www.massively.com/2009/05/15/free-realms-destroys-the-1-million-account-speed-record/">one million accounts in just 18 days</a>.</p>
<p>That, of course, speaks absolutely nothing about how profitable the game actually is &#8211; we aren&#8217;t likely going to find that out for quite a while. It does show that the concept of something having a &#8216;Free2Play&#8217; (god, I hate that term) model isn&#8217;t going to scare everyone away. While Free Realms does have an optional, low cost subscription, they are pushing the idea of being a free game pretty strongly. I mean, its in the name of the game after all. So, I expect that they&#8217;re hoping to get quite a bit of their revenue from micro-transactions.</p>
<p>It will be interesting to see how these games develop, and how many other games with micro-transaction models we will see popping up.</p>
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		<title>Crafting a Crafting System</title>
		<link>http://www.seanbulger.com/2009/05/crafting-a-crafting-system/</link>
		<comments>http://www.seanbulger.com/2009/05/crafting-a-crafting-system/#comments</comments>
		<pubDate>Tue, 12 May 2009 20:21:16 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=589</guid>
		<description><![CDATA[<p>Yesterday I posted an article up about how MMOs seem to not always designed with one of the guiding principles of game design always in mind: find the fun. This sparked some conversation – largely over Twitter – about this topic, largely because I used crafting as my main example. While it is far from [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="Hammer and Nails" src="http://www.clker.com/cliparts/3/a/8/7/12296946872024957222SnarkHunter_Hammer_and_Nails.svg.med.png" alt="" width="288" height="300" />Yesterday I posted an article up about how MMOs seem to not always designed with one of the guiding principles of game design always in mind: find the fun. This sparked some conversation – largely over Twitter – about this topic, largely because I used crafting as my main example. While it is far from the only example I could have used, crafting has always been something I generally avoided in MMOs, simply because I never found it to be very entertaining. This has nothing to do with me being a gun-ho action lover, but everything to do with crafting being implemented as a very boring system. I&#8217;ve always tried to give crafting a shot when I play games, but I&#8217;m rarely impressed.</p>
<p>Still, there are a few games I&#8217;ve played that have had some good ideas that, if taken further, and if combined with some other systems I&#8217;ve seen, could actually come out with something interesting. I&#8217;d like to explore some of these things in respect to some of the challenges MMOs have to overcome to get an interesting crafting system.</p>
<p><strong>The Market</strong><br />
To put it bluntly, the economies in most MMOs are awful. That&#8217;s fine though, as they&#8217;re rarely games focused on economies, simply using trade and money as a means to an end, and not actually a source of enjoyment. This is true, except for one major exception: EVE Online.</p>
<p>EVE is a weird game. The gameplay systems within it are far from exciting when looked at on their own, but there is an amazing metagame instead. Part of that metagame that addresses the problem of economics in MMOs: the player controlled market. A number of games have implemented player-run markets before, but EVE Online has it down to a science – literally, they employ an economist. The economy works for a few reasons (and this is a hugely watered down answer): players have a constant need to consume goods, play is focused around the accumulation of wealth instead of character advancement, just about every playstyle revolves around the market and everything is interconnected. Miners gather resources, others research and build objects, traders ferry goods around the galaxy to be sold, and everyone – more so the combatants – buy goods. It runs very similar to how an actual economy works.</p>
<p>Of course actually building things is boring.</p>
<p><strong>Crafting Gameplay</strong><br />
Most games feature pretty simple crafting systems. You look at a recipe, get the resources required, put them together, hit some button, and wind up with an item. There isn&#8217;t much to it. There&#8217;s very little thought, very little strategy, and very little of interest in the activity itself. A few games have tried to take crafting beyond this, but none of them have ever succeeded, in my opinion.</p>
<p>EverQuest 2 got it the closest in my opinion. They basically presented crafting in a similar way to combat. As you crafted, the item had a bar – well a few bars, but that isn&#8217;t really important – that represented how much progress you&#8217;ve made. It had another bar that represented the quality of the item. You had to finish the item before it ran out of quality – kinda like getting your opponents HP to 0 before yours does. You also had a number of abilities to help you out with this, including things that would increase progress (damage spells?) and others that would increase quality (heals?). Complications could arise, which required you to throw in certain abilities to stop them from taking effect and causing something bad to happen.</p>
<p>It was a pretty amazing system and for a long time, I actually liked crafting! … Then I realized spamming various abilities and ignoring complications was just as effective as actually paying attention and trying. Incidentally, combat was the same way, so perhaps there was a reason for that. It broke the system and the fun for me, regardless. Still, I think with some alternations, this system has a lot of potential.</p>
<p>Vanguard tried doing some alterations to it, including making it turn-based, which meant that you couldn&#8217;t really just spam anything. It was a good effort, but it left players with a system that was very slow going, very, very repetitive, and somewhat akin to the eight circle of Hell.</p>
<p><strong>Variation in Goods</strong><br />
In EverQuest 2, as your quality degraded, you would eventually be lowered to a lesser grade product. If you turned out a Grade A product, it would generally be better than a Grade B, C, or D one. It would usually provide better stats, work more effectively, etc&#8230; This was nice, but when it came to variation in goods, Star Wars Galaxies was king – at least in the pre-NGE era, I can&#8217;t speak for it now.</p>
<p>In Galaxies, the effectiveness of a product could range widely. The same good from one person could be barely usable, while made from a master craftsman could be absolutely amazing. Variations in goods were not divided into grades like EverQuest 2, but rather ranged fluidly based on a number of factors. The skill of the crafter helped, of course, but so did the type of resource he used, as you did not have to use very specific resources to make items. You could use any type of bone, for example, but certain bones were better at making certain products. Each resource had its own properties, and having a firm understating of those properties could enable you to make far better items. Through experimentation processes, you could find just the right mix of materials to make the ultimate product. Heck, you could even name it with your own brand too.</p>
<p>Certain crafters gained a reputation for being particularly good at their trade. I remember wandering across the Dune Sea of Tatooine once to track down the quaint home of a master armorsmith once – now that felt pretty epic. It was the level of complexity and the variation in goods that allowed that to happen.</p>
<p>Plus, Galaxies had harvesters and factories, so you didn&#8217;t have to mindlessly grind out items. This is good, given the actual crafting process was dull as any other game.</p>
<p><strong>Getting the Materials</strong><br />
&#8230;I haven&#8217;t found a game with a real good way of getting resources and making that somehow fun. I hear Free Realms has mini games. I haven&#8217;t played it yet, so I haven&#8217;t a clue.</p>
<p>Shy of that though, if you could somehow combine the aspects of all of these different games, you might well wind up with a pretty epic crafting and trade system, unlike any a gamer has seen before. Of course, if you did so, you likely wouldn&#8217;t have much time left over to create a combat system or content. Then again, you could make a pretty amazing crafting-only game, which … actually might work.</p>
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		<title>Gaming Should be Worthwhile</title>
		<link>http://www.seanbulger.com/2009/05/gaming-should-be-worthwhile/</link>
		<comments>http://www.seanbulger.com/2009/05/gaming-should-be-worthwhile/#comments</comments>
		<pubDate>Mon, 11 May 2009 17:50:21 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=548</guid>
		<description><![CDATA[<p>“Is crafting worth the effort to go through?” I heard that line while playing Runes of Magic the other day. While to many MMO gamers, that question may not seem all that strange at all, it got me thinking quite a bit. Crafting in MMOs is historically not a very fun activity, but instead is [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="Anvil" src="http://www.lostcrafts.com/sitebuilder/images/Anvil_fig2-600x350.jpg" alt="" width="373" height="217" />“Is crafting worth the effort to go through?” I heard that line while playing Runes of Magic the other day. While to many MMO gamers, that question may not seem all that strange at all, it got me thinking quite a bit. Crafting in MMOs is historically not a very fun activity, but instead is often something you do that has some sort of a benefit – like being able to use certain items, or being able to sell things for extra spending-money. I have never seen an MMO with anything resembling a crafting system that I found entertaining – although there are people out there who enjoy such things. Rather, it isn&#8217;t the fact that people are asking if crafting, <em>specifically </em>is worthwhile, but rather that they&#8217;re asking if a part of the game, at all, is “worth the effort.”</p>
<p>That question should never arise. Everything you can do in a game should be “worth the effort,” as a game should be, you know, fun and entertaining. Now, before I go down this train of thought any further, I need to clear up a few things quickly: When I say that everything should be “worth the effort,” that doesn&#8217;t mean that I believe all games should be extremely easy. I have no issue with games requiring me to spend a long time on certain activities to progress further, or whatever. However, those activities should be fun to do. It shouldn&#8217;t be a question whether or not the end result will be worthwhile, I should want to do those activities for the sake that they&#8217;re enjoyable to do.</p>
<p>If you&#8217;re including gameplay systems, they ought to be fun. If I need to kill a thousand enemies before I level up, that&#8217;s perfectly fine. However, those battles should be enjoyable. If I have to create a thousand wooden boards to progress in crafting, creating those boards should be fun, too. It shouldn&#8217;t be some arduous task that requires some special reward to be worthwhile.</p>
<p>Mind you, that&#8217;s all easier said than done. I have played MMOs with fairly fun combat systems (PlanetSide – I never specified MMORPGs &#8211; and, oddly enough, Vanguard). I&#8217;ve never really played a game with fun crafting, but I would say that EQ2 came closer than anything else (before I realized that spamming random abilities was just as effective as paying attention). So, I believe it is possible to create fun systems. This isn&#8217;t just limited to crafting and combat though – any activity that players do, should be designed so that they&#8217;re having fun doing the activity. I think the primary question that a designer should be asking is <em>“would I do this if there was no reward attached to it.”</em> If the answer is an emphatic “heck no!” then why is it being included? <em>Find the fun</em> – a guiding principle in game design that I sometimes wonder if MMO designers actually remember to focus on, instead of just creating expansive games.</p>
<p>It doesn&#8217;t matter what the genre is, it just matters that the gameplay is fun – the addiction to getting some sort of reward shouldn&#8217;t be the main motivating force behind players actions. This isn&#8217;t to say that all MMOs are entirely unfun, after all, everyone has different tastes and what one person finds fun, another will not. Yet almost all MMOs contain activities that are, without a doubt, not designed to be enjoyable. That shouldn&#8217;t actually happen, even though it can be difficult to avoid such pitfalls.</p>
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		<title>EVE Shows Niche MMO Markets Can Work &#8211; Again</title>
		<link>http://www.seanbulger.com/2009/05/eve-shows-niche-mmo-markets-can-work-again/</link>
		<comments>http://www.seanbulger.com/2009/05/eve-shows-niche-mmo-markets-can-work-again/#comments</comments>
		<pubDate>Fri, 08 May 2009 18:05:34 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=544</guid>
		<description><![CDATA[<p>A few days ago it was <a href="http://www.mmorpg.com/gamelist.cfm?loadnews=13741&#38;bhcp=1">EVE Online&#8217;s 6th anniversary</a>. It was also the day they announced that they gained over 300,000 users, broke yet another record with well over 53,000 people sharing a single virtual world at one time, and that they were the second largest Western subscription based MMO. Talk about a [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="EVE Online" src="http://www.eveonline.com/screenshots/10032009/08n.jpg" alt="" width="376" height="234" />A few days ago it was <a href="http://www.mmorpg.com/gamelist.cfm?loadnews=13741&amp;bhcp=1">EVE Online&#8217;s 6th anniversary</a>. It was also the day they announced that they gained over 300,000 users, broke yet another record with well over 53,000 people sharing a single virtual world at one time, and that they were the second largest Western subscription based MMO. Talk about a busy day.</p>
<p>I bring up EVE every so often here. This is largely because I play it every so often &#8211; although I&#8217;m not currently &#8211; but also because I find the game genuinely fascinating. Six years after launch, few games can say that they haven&#8217;t just had solid retention rates, but that they&#8217;ve actually added to their subscription numbers. Significantly. Most games do exactly what Warhammer Online did; get a big launch (750k subs) and drop off after that point (slightly less than EVE now). Some also pull an &#8220;Age of Conan&#8221; and build up an awful lot of subs&#8230; then drop hugely significantly.</p>
<p>High profile MMOs like that tend to build up a lot of hype that can&#8217;t be met. Once people see that the game can&#8217;t possibly live up to their hopes and dreams, they&#8217;ll drop it and move on. Building hype isn&#8217;t a bad thing, though. Getting a huge user base right off the bat is going to help an MMO, but it is basically expected that you&#8217;ll lose a huge amount of your subscribers post-launch. It makes sense, given that not everyone is going to be pleased with their purchase. The sad part is that they never build up a strong enough marketing machine to reel in more people to get their subscriptions up.</p>
<p>Then, most models are built from the same mold. An awful lot of them are more than just a little bit similar, which presents a major issue. MMOs are more costly than most types of games, and tend to suck up more time. Only a limited amount of people are willing to play more than one at any given time. So, we have all these games competing over a very finite resource of players, but they&#8217;re doing little to differentiate from each other. So, when you have a Juggernaut like World of WarCraft, with MMOs trying to compete with it&#8230; You&#8217;re going to see a lot of fail. Yet, development studios are sticking with the strategy and adding more titles to the Fail Brigade (which isn&#8217;t to say that they&#8217;re turning out bad games).</p>
<p>Throw in yet another problem that many of these games are designed as very, very linear theme parks, and people will feel the sense of accomplishment for beating the game. That isn&#8217;t necessarily bad, but it also isn&#8217;t good for strong retention rates. If you get too high in something, there&#8217;s a greater chance of dropping out as you find yourself running out of things to do. I don&#8217;t see a lot of MMOs providing all that terribly much to keep people around these days either.</p>
<p>Then you have a game like EVE. It is an extremely niche game. It didn&#8217;t have any prior-existing IP behind it. It came out of a totally no-name developer from Iceland. It is also often enough jokingly referred to as &#8220;Spreadsheet Online&#8221; due to the general gameplay style. It has very, very little in the way of quest content and the like and other theme-park like features. By all means, it has a recipe that is built for anything but success. Which is why it succeeds.</p>
<p>It is extremely niche. To steak a metaphor from <a href="http://raphkoster.com">Raph Koster</a>, it isn&#8217;t a sapling trying to grow in the shade under the tree of the largest traditional MMO (ie: currently WoW). Rather, it is off somewhere else, getting enough sun to grow much larger than everything else below that giant tree.</p>
<p>Not every niche game is going to be an instant-success either, though. <a href="http://www.jossh.com/join_today/index.html">Jumpgate</a>, which came out before EVE, is a very, very tiny game. A <a href="http://www.atitd.com/">Tale in the Desert</a> isn&#8217;t exactly supporting giant numbers either. They do still exist though &#8211; and the former is even getting a much higher profile sequel. Still, it is definitely a risk, one way or the other. As I&#8217;m sure Tabula Rasa and AutoAssault will verify.</p>
<p>So, a niche game can work, provided it is, you know, good enough.</p>
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		<title>The Draw of an Immersive Worldo</title>
		<link>http://www.seanbulger.com/2009/03/the-draw-of-an-immersive-world/</link>
		<comments>http://www.seanbulger.com/2009/03/the-draw-of-an-immersive-world/#comments</comments>
		<pubDate>Sun, 22 Mar 2009 20:22:59 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=495</guid>
		<description><![CDATA[<p>I was fiddling with Runes of Magic again last night and, once again, I found myself feeling somewhat ambivalent to the game. While it isn&#8217;t a bad game by any means &#8211; although I was using only a single key in combat far too often &#8211; I just feel a certain detachment while playing. I [...]]]></description>
			<content:encoded><![CDATA[<p>I was fiddling with Runes of Magic again last night and, once again, I found myself feeling somewhat ambivalent to the game. While it isn&#8217;t a bad game by any means &#8211; although I was using only a single key in combat far too often &#8211; I just feel a certain detachment while playing. I took some time to think why other games have been able to hook me, even though this particular one hasn&#8217;t. I actually reached one possible conclusion: the world itself hasn&#8217;t done anything to draw me in. I&#8217;ve not been at all immersed in the world, or feel any connection to what I am doing.</p>
<p>I&#8217;ve been interested in mythology for most of my life,  so when I had a chance to jump into Arthurian, Celtic, and Norse mythology with Dark Age of Camelot, I jumped at it. I found myself immersed in a world that I had some connection to, and it was interesting to me. EverQuest 2&#8242;s Norrath is a fairly deep and complex world, and the presentation of the game combined with that really drew me in. I read all 450 pages worth of short stories that were written before Vanguard was released, and even through the problems of the game, I still felt drawn into a very detailed world. Star Wars Galaxies drew me in because of the setting, but also drew me out because of how different it was from what it was based on. With Runes of Magic, I just found myself jumping into some world that I knew nothing about, and was presented with a bunch of quests that did nothing to explain anything about the world, other than some mushroom men and wolf pups needed to be slaughtered.</p>
<p>When I think about it, this makes sense to me. I&#8217;ve not only been an avid reader in my life, but I&#8217;ve also been a roleplayer for a long time too. Even while I have a hard time roleplaying in MMOs, I still always like being immersed in the world and have an understanding of not just what is going wrong, but how my character fits into the world and why they are motivated to do what they&#8217;re doing.</p>
<p>That isn&#8217;t to say that this information isn&#8217;t at all present in Runes of Magic &#8211; it might well be, and there is some information on the world on the RoM website. So, I might have to try reading through that and see if that helps any, if for no other reason than for the sake of experimentation.</p>
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