Category Archives: MMO design

Crowfall: The winners don’t need help

Building a bit off this post from Az (link coming later, site blocked due to work network) about winner and loser motivation in Crowfall today, but a quick note first: I think Az is missing or discounting the fact that … Continue reading

Posted in Crowfall, MMO design | 6 Comments

Crowfall: The winners stand alone

If there is one thing I still regret about Darkfall, it’s AV not making the now-gone MVP forums public after they did away with the program; a lot of good ideas and discussions all gone because I don’t think AV … Continue reading

Posted in Crowfall, Darkfall Online, MMO design | 13 Comments

What is success or failure in the MMO genre?

The words success and failure are tossed around often when talking about MMOs on blogs, especially here. And usually, someone will ask for a definition of success/failure, so here goes. Note that this ONLY applies to MMOs, not games in … Continue reading

Posted in MMO design | 14 Comments

FFXIV: People are nice due to design

I haven’t done an update post about FFXIV since our return, in part because I wasn’t sure what to write beyond “Playing FFXIV again, still the best themepark out, still has that WoW-vanilla-but-in-2015 feel”, but this post from Loire is … Continue reading

Posted in Combat Systems, Final Fantasy XIV, MMO design | 2 Comments

State of the MMO genre, 2015 edition

First things first, it’s now 2015, and just like in 2014, 2013, and really since the beginning of time, we still haven’t seen an as-successful F2P MMO as we have sub MMOs (WoW/FFXIV/EVE). Until we do, this isn’t a debate. … Continue reading

Posted in Age of Conan, Aion, Asheron's Call, Camelot Unchained, EQ2, EVE Online, Final Fantasy XIV, Life is Feudal, Lord of the Rings Online, MMO design, Pathfinder Online, Rift, RMT, Star Citizen, Warhammer Online, World of Warcraft | 64 Comments

Living virtual worlds; Now technically possible yet still not here

One of the fun things about the world in Farcry 4 is that events don’t feel as fake as they do in MMOs. For instance, when PQs were first introduced in Warhammer, they were new and fun. By the time … Continue reading

Posted in Guild Wars, MMO design, Ultima Online | 12 Comments

Modern MMO design creates new barriers for grouping

Keen is talking about why people choose to solo instead of group, and all of his points are spot-on. Some are design mistakes (solo being more efficient/rewarding than grouping), others are social (people are mean), and for some the time … Continue reading

Posted in MMO design | 6 Comments