<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-3352155589322140093.post2386261226982946062..comments</id><updated>2009-09-04T18:56:33.881-04:00</updated><category term='cyanide&apos;s blood bowl'/><category term='rpgs'/><category term='league of legends'/><category term='combat'/><category term='jade dynasty'/><category term='global agenda'/><category term='news'/><category term='mmorpg genre progression'/><category term='dark age of camelot'/><category term='metaphor'/><category term='death'/><category term='community'/><category term='everquest'/><category term='mechanic assessment'/><category term='privacy'/><category term='wow'/><category term='loot'/><category term='prizes'/><category term='train'/><category term='survival'/><category term='business of MMOs'/><category term='travel'/><category term='Terrible Idea'/><category term='dr twixt'/><category term='guilds'/><category term='resources'/><category term='player as hero'/><category term='character progression'/><category term='guild wars'/><category term='Brenda Brathwaite'/><category term='fighting genre'/><category term='mmorpg revolution'/><category term='GNS Theory'/><category term='dynamic world'/><category term='skill-based systems'/><category term='leveling'/><category term='team fortress 2'/><category term='dota'/><category term='facebook'/><category term='story'/><category term='pay-to-play'/><category term='procedurally generated content'/><category term='choice'/><category term='emergent gameplay'/><category term='game concept'/><category term='information'/><category term='dungeons and dragons'/><category term='camping'/><category term='grinding'/><category term='solo play'/><category term='emotional games'/><category term='ted'/><category term='philosophy'/><category term='permadeath'/><category term='blizzard'/><category term='gui'/><category term='minimalism'/><category term='beta'/><category term='lord of the rings online'/><category term='rationality'/><category term='losing'/><category term='game design'/><category term='world of warcraft'/><category term='opinion'/><category term='innovation'/><category term='fps'/><category term='blood bowl'/><category term='local scope'/><category term='game mechanics'/><category term='Dwarf Fortress'/><category term='ambiguous rules'/><category term='raiding'/><category term='mobas'/><category term='sandbox'/><category term='ffxi'/><category term='tabletop games'/><category term='free-to-play'/><category term='role-playing'/><category term='ff14'/><category term='crafting'/><category term='hybridization'/><category term='eve'/><category term='game reviews'/><category term='pvp'/><category term='mmo revolution'/><category term='social networking'/><category term='brainstorming'/><category term='mmorpgs'/><category term='balancing'/><category term='swtor'/><category term='concentration points'/><category term='darkfall'/><category term='aion'/><category term='player motivation'/><category term='happiness'/><category term='class-based systems'/><category term='group play'/><category term='game layers'/><category term='team play'/><category term='quests'/><category term='call of duty 4'/><category term='city of heroes'/><category term='time sinks'/><category term='luminary'/><category term='gdc'/><category term='diablo'/><category term='play'/><category term='chance'/><category term='iPad'/><category term='world pvp'/><category term='rambling'/><category term='vanguard'/><title type='text'>Comments on That's a Terrible Idea: MMOs for Gamers: My Approach</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.thatsaterribleidea.com/feeds/2386261226982946062/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html'/><author><name>motstandet</name><uri>http://www.blogger.com/profile/06296441082624422375</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_DcR3gp5eA8o/StSkYk_sfXI/AAAAAAAAAkA/TrZrLkaT19M/S220/kid_shocked_steam.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>5</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-6180025066091439710</id><published>2009-09-04T18:56:33.881-04:00</published><updated>2009-09-04T18:56:33.881-04:00</updated><title type='text'>I&amp;#39;ve played these before.  They were called &amp;q...</title><content type='html'>I&amp;#39;ve played these before.  They were called &amp;quot;PC games with optional online multiplayer&amp;quot;, like Diablo 2.  :P&lt;br /&gt;&lt;br /&gt;Pith aside, I think Brian&amp;#39;s spot on in that once you go &amp;quot;massive&amp;quot; and &amp;quot;mainstream&amp;quot;, you&amp;#39;re not really making games for gamers any more.  You can&amp;#39;t afford such a narrow clientele.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/6180025066091439710'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/6180025066091439710'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html?showComment=1252104993881#c6180025066091439710' title=''/><author><name>Tesh</name><uri>http://www.blogger.com/profile/11760350503235227686</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-2386261226982946062' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/2386261226982946062' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-354985040'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-6710521439690870297</id><published>2009-09-04T13:21:28.800-04:00</published><updated>2009-09-04T13:21:28.800-04:00</updated><title type='text'>Roleplayers and immersionists (perhaps a new word?...</title><content type='html'>Roleplayers and immersionists (perhaps a new word?) can become gamers, yes, but the motivation isn&amp;#39;t the same as the motivation I&amp;#39;m outlining. This article is not an attempt to point out what a gamer is--that&amp;#39;s a difficult task and one I don&amp;#39;t wish to attempt. I was only trying to illustrate the kind of player I am and how that affects my habits when I play games and my ideals as a designer, not define who a gamer is.&lt;br /&gt;&lt;br /&gt;Roleplayers are storytellers who use game mechanics as independent conflict resolution tools. To a good roleplayer, a game is enjoyable if it leaves them room to be their character and offers sufficient systems for resolving the kind of conflicts their characters are bound to get into. Roleplayers wouldn&amp;#39;t sit down and play a complex but strategically deep card game, neither would social/non-gamers, because the mechanics aren&amp;#39;t a motivating force for playing the game, the mechanics are a sideshow or helpful component in roleplay, just as for the socialite the game is a platform for social endeavors that offers them tools to engage in relationships with other playres (chat systems, mail systems, guilds, etc).&lt;br /&gt;&lt;br /&gt;In a most pure sense, a gamer is a person who plays games for the game mechanics. Once you start going beyond that definition and play games for non-game-related reasons, it becomes difficult to show where being a gamer ends and being a non-gamer begins. Not even my simple definition is good enough to draw a line, anyway. It may merit a more detailed look.&lt;br /&gt;&lt;br /&gt;I only play games (except for rare cases, like my current stint in WoW, though the rare cases don&amp;#39;t last long) for as long as I find their mechanics entertaining and fun. I think that it should be a central aim to make games entertaining and fun &lt;i&gt;as games alone&lt;/i&gt; first, then toss in the social candy that will hook people in. Without a strong game, though, the candy guarantees nothing.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/6710521439690870297'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/6710521439690870297'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html?showComment=1252084888800#c6710521439690870297' title=''/><author><name>evizaer</name><uri>http://www.blogger.com/profile/09836136474835816824</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-2386261226982946062' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/2386261226982946062' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1624094739'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-5320094488596069045</id><published>2009-09-04T02:55:29.151-04:00</published><updated>2009-09-04T02:55:29.151-04:00</updated><title type='text'>roleplayers are also gamers. I think part of the p...</title><content type='html'>roleplayers are also gamers. I think part of the problem is that your definition of gamer is very narrow.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/5320094488596069045'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/5320094488596069045'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html?showComment=1252047329151#c5320094488596069045' title=''/><author><name>spinksville</name><uri>http://spinksville.wordpress.com/</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/openid16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-2386261226982946062' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/2386261226982946062' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-596632125'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-3956485486918057271</id><published>2009-09-04T01:56:20.316-04:00</published><updated>2009-09-04T01:56:20.316-04:00</updated><title type='text'>Not every game needs to be a blockbuster AAA relea...</title><content type='html'>Not every game needs to be a blockbuster AAA release with lots of fanfare and millions of expected subscribers. I fully expect the kind of game that I want to be made by dedicated, brilliant designers and developers who are working primarily out of love. The production values won&amp;#39;t be there, but the games made out of love will be able to survive and show new ways to make MMOs work. Through a period of trial among smaller, cheaper-to-develop MMOs, the ideas can prove themselves marketable and fun. Once the little guys have done the proving, the big ones can do the polishing.&lt;br /&gt;&lt;br /&gt;The way the market looks now and the way people try to ddesign and make MMOs now could not tolerate the approach I&amp;#39;m suggesting. With better procedural content and dynamic worlds, though, no longer does the majority of the time need to be spent on content--it&amp;#39;ll probably cut the time and cost down a good bit with some smart designers and developers working on such systems.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/3956485486918057271'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/3956485486918057271'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html?showComment=1252043780316#c3956485486918057271' title=''/><author><name>evizaer</name><uri>http://www.blogger.com/profile/09836136474835816824</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-2386261226982946062' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/2386261226982946062' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1624094739'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-2982388548764739941</id><published>2009-09-04T01:42:49.560-04:00</published><updated>2009-09-04T01:42:49.560-04:00</updated><title type='text'>The problem comes when money rears its ugly head.
...</title><content type='html'>The problem comes when money rears its ugly head.&lt;br /&gt;&lt;br /&gt;Current games are bound to the subscription model.  This means that more players = more money.  So, you make the maximum revenue when you pander to a wider audience.  Intentionally ignoring part of the audience means you&amp;#39;re going to be &amp;quot;leaving money on the table&amp;quot; as they say.  Having more players also means you can send out press releases bragging about your big numbers.&lt;br /&gt;&lt;br /&gt;A game that focuses on a niche has to find a way to make more money, though.  As I&amp;#39;ve pointed out several times before, my game with 1000 enthusiastic players is going to have less money to work with than WoW with it&amp;#39;s millions of players paying per month.  To the end user, it looks like they&amp;#39;re paying the same amount of money for a vastly different experience.&lt;br /&gt;&lt;br /&gt;This is changing.  People are beginning to warm to the microtransaction model, finally.  But, you still see some people stubbornly wanting to stick to the subscription model.  We&amp;#39;ll keep getting games that pander to the widest audience as long as they stick to that business model, though.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/2982388548764739941'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/2386261226982946062/comments/default/2982388548764739941'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html?showComment=1252042969560#c2982388548764739941' title=''/><author><name>Brian 'Psychochild' Green</name><uri>http://www.psychochild.org/</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/09/mmos-for-gamers-my-approach.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-2386261226982946062' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/2386261226982946062' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-199487127'/></entry></feed>
