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Yes it is true here is a blog that gives us a point of view from Graham Nelson who created Craft of Adventure Five articles on the design of adventure games. Also "creator of the Inform design system for creating interactive fiction (IF) games. Despite its age and obscurity, the Player's Bill of Rights is still an elegant, relevant view of game design and the player's experience. Many of its core messages hold up well in today's game design environment."
This is why I am posting this here at the pug since I feel that todays. DEVS need to all read Grahams essay and take heed. One can only imagine how much better quality of MMO's we would have to day.
I have few points that I personaly feel that should be applied in every MMO.
1. "Not to be killed without warning. clearly that insta-death wasn't fun, even if that death was the result of a bad decision from the player. We made a set of changes to help give players a second to assess the situation and react."
In the original Bill of Rights, these were two rules: one about unclear hints, and a second about needing to do unlikely things." I mean come on now that should be a given but how many times have you scratched your head while questing and ask yourself WTF?
3. "To be able to win without experience of past lives or future events." How Many times will it take to beat a raid boss?
4. "Not to have the game closed off without warning." I cant think of any application to MMO gaming for this rule?
5. "Not to need to do boring things for the sake of it." One word GRINDING.
6. "Not to have to figure out an unspecified or unclear interaction."
"When you give a player a tool, you're making a promise. You, the developer, promise the tool will work in a predictable way, usually with an associated risk and reward. You're also promising there are instances in the game where that tool will be clearly valuable.
In a good game, your goals and instructions are clear and provide the set-up to a given challenge or level. In a great game, the entire game world communicates to you. It broadcasts what you need to do (your goal), how you might get there (clear or subtle paths and obstacles) and which tools will be most useful in this specific scenario."
7. "To have decent, clear controls and UI." Todays DEVs still understand this one.
8. "Not to depend much on luck." The word faceroll comes to mind.
9. "To be able to understand a problem once it is solved. The key loop for player satisfaction in terms of strategy is ensuring players understand a problem once it's solved, and on the flip side that they understand what led to any failures."
10. "Not to have too many dead ends. You can never erase the feeling of being lost even when the player wasn't actually lost."
11. "To know how the game is getting on." Two words End Game.
This is an addition to the Bill of Rights because I think it gets overlooked in today's world of freemium and free games.
For games that come with a fixed price tag, it comes down to the perceived value of the experience provided. Some players translate this into hours of gameplay but it's really about the quality of the experience (along with replayability). As a whole, developers have been in the business long enough that we have a sense for how we should price our games.
In freemium and free games, though, we're still figuring it out. Social games are at the far end of the spectrum. It's easy--and somewhat common--to spend $50 to buy about 15 minutes worth of game time. Not many players are willing to spend that kind of money, and even fewer will consider it money well spent that they'd be happy to spend on a regular basis."
This last one is a age old argument P2P vs F2P Intreasting that Graham had thoughts on this very subject back in '95.