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Category Archives: MMO design
Are Clash of Clans and Boom Beach MMOs?
This is mostly just food for thought, and spoiler answer: No, but its real close. To really answer this question, you first have to ask yourself what you value most in an MMO, and how many of those factors does … Continue reading
Posted in Boom Beach, Clash of Clans, MMO design
5 Comments
Fun vs Reward
Designing MMO content is, IMO, far different than designing gaming content, primarily because MMO content has to last, while other gaming content has to be as fun as possible. It may sound odd, but I don’t think you should try … Continue reading
Posted in EVE Online, Final Fantasy XIV, MMO design
12 Comments
What really makes a themepark tick, and why FFXIV is a rolex
Where a good sandbox is like a mountain climb with incredible peaks along with plenty of valleys, playing a good themepark is like taking a nice walk on a familiar path; at no point are you overly thrilled, but the … Continue reading
Posted in crafting, Final Fantasy XIV, MMO design, World of Warcraft
19 Comments
FFXIV: Sub model isn’t just about higher quality, its also about safety
Full interview can be found here. So, just because ESO moved into a free-to-play subscription model, it doesn’t necessarily mean for us to move into that direction as well. Also, for use we have taken player surveys and took a … Continue reading
Posted in Final Fantasy XIV, MMO design, RMT
11 Comments
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
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