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  • Do you think the WoW type players can slow down in PUGs?

    Players learn what you teach them. You can't really say "It's the design" or "It's the players". A player is simply a collection of designs they are taught over time.

    In WoW, the main goal is getting better equipment. Yes, some people play it for the story, some play it for the world, some for the friendships. But the core idea is getting better equipment. That is what is implied and reinforced through the whole game.

    If getting better gear is the goal, then players will optimise this. You can optimise this in two ways: learn to do content that rewards better gear (Mythic dungeons / raids in WoW) or learn how to do the content faster (speedrun through dungeons, getting more gear per hour).

    I know nothing about Pantheon, but if you want to change the formula, you are facing a challenge. The large majority of your player base will be coming from another game. It's very unlikely that the players will be new to the genre completely. Your players will be coming with expectations. Your game design will have to re-educate the player, while keeping them around. This is incredibly difficult and frankly, if you are hoping to attract and retain huge numbers right on release, perhaps impossible. It's more realistic to build up a community gradually if you want to be innovative.

    I had a similar issue with my game. It was an open ended design, where the player had a lot of choice. Turns out, most games these days are heavily guided, meaning they tell the player what to do and where to go. Even though my play area had 5 dungeons, players thought this content wasn't relevant, because there wasn't any strong pointer (besides dialogues with NPCs) that would tell them to complete the content. It took a lot of experimenting in me learning how to teach players to do content without being directly sent to it.

    So I think you can have content that players go through slowly, but as a developer, you have to be committed to explaining this fully. Wildstar had high dungeon difficulty, but the design didn't explain to players they should try and fail multiple times. You had people coming from WoW, used to racing through content, who suddenly couldn't blaze through the "simplest" of dungeons. As a result, the conclusion was that the dungeons are poorly made and the players left.
  • Whales and freeloader symbiotic relationship conquering gaming?

    Ungood said:
    There will be some that have one time purchases to unlock them but I'm talking about locking end game, or expansion, content to subs only.
    Does any game do this?
    Doesn't ESO do this?
    You have content packages that are for sale in the cash shop, but those paying a monthly sub have access to those as part of the deal.
  • Are games art?

    Xasapis said:
    • Or they start as products and have the potential to become art, given the test of time?
    To me, art has nothing to do with time or cultural value. I see art as anything that communicates subjective feelings in concrete ways.

    There is a get-together of independent photographers in London every two months. I've just been for the first time. A handful of people bring their projects, pin them up on the walls and look for feedback from others. Some of these photos will never be seen by anyone else ever - the photographer might decide to pursue something else. In other words, the project might not stand the test of time, heck, it won't even survive one evening. Yet, I'd call it more of an art than some of the antique pieces that reach a museum.

    Game development is incredibly varied. People do it for different reasons. Companies have different workflows and even within one studio, the priorities may change with a change of key people. Some people will say AAA games are less of an art than indie titles - I used to think that way, but don't anymore.

    My friend used to work for Rockstar Games and other high profile AAA studios. The way he spoke about games was pure passion, definitely close to speaking to a painter about their work. At the same time, I know people from both AAA and tiny studios, seeing games as a financial transaction.

    There are studios I would not see as art. I know of a mobile game studio, where the goal is to push out as many microtransation games as possible. They get a design idea, assign it to two people over a weekend. The whole art then gets outsourced and the game is pushed onto Android as early access. If people bite, more of it gets outsourced and the final game with full monetisation is pushed out. The whole process takes about 1-2 months.
  • Guild Wars 2 - Bill Murphy - ArenaNet and the Wisdom of Not Doing Anything - MMORPG.com

    On freedom of speech.

    I do find the laws / culture overprotective at times. There is no good reason why you should feel afraid to say anything to your friend in private. Yet, there have been several occasions recently where people get in trouble for their private, personal opinion shared (and unfortunately leaked) in a private setting.

    We had a scandal at our university recently, where a private messenger conversation was leaked, including some quite distasteful racist jokes. Several of the people in the conversation were suspended or penalised. In this case, I found it quite awkward - why are we punishing these people, who clearly had no tangible intention of harming someone besides making unfortunate jokes in private. At the same time, people go to comedy shows full of racist jokes, pay for the tickets, laugh and clap at what's said throughout.

    This does not apply to the ANet story though, in my opinion. When you have a professional relationship with a person, the nature of the relationship persists. If I dislike something about a student of mine, I can't go to them and call them a piece of crap - I am still their teacher, no matter the platform, and the expectations (for the most part) don't disappear. I am a young teacher, only starting recently, and the most difficult aspect of my job is figuring this 'barrier' out. How friendly is too friendly. How strict is too strict. How honest is too honest. Even though I'm friendly with my students in our off time, there is a lot of expectations on me and the professional nature of the relationship though.

    So I think in this case, the fact that the employee is being harsh towards a customer is the main issue. If you were being harsh towards a stranger, it could still paint a poor image for the company, but the situation is much worse when the person has a professional relationship with you.
  • Guild Wars 2 - Bill Murphy - ArenaNet and the Wisdom of Not Doing Anything - MMORPG.com

    If I responded to a student I teach in a similar way, even without any media coverage, I'd be suspended at least. My contract would not be renewed and most likely, I'd be fired on the spot.

    To try force a gender narrative onto the story is comical.

    What's even more absurd to me, is gaming outlets presenting this as a situation where ANet somehow harmed a developer or set a poor precedent. If you jump off a cliff, don't blame the ground for becoming a smudge.

    We have no idea what happens at ANet internally, but from the tweets we saw, the victim case the employee was making doesn't hold water.