Archive for November, 2003

Player Accountability

November 24th, 2003 | Category: Design, MMORPGDot

“This job would be great if it wasn’t for the fucking customers.” – Randal, Clerks

What, in the end, are we playing when we log into our favorite online games? Are we playing a version of quake with swords and “characters”, or are we entering a new world populated by other players? Are we killing rabbits and taking gold, or are we getting together with other players to form mutual protection societies?

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The Future of Questing

November 11th, 2003 | Category: Design, MMORPGDot

With Ekim out for a second week and Hyrrix busy with other issues, I’ve been asked to step in for the Editorial today. I’ve decided to talk about an issue that lies close to my heart when it comes to MMOGs: Questing. For me, questing is the ultimate activity in a massively multiplayer game. It’s where the rubber meets the road when it comes to game mechanics. Fighting mobs is the same thing over and over again, and while I like socializing with other folks you can do that just as easily in an IRC channel. Questing is a big part of the “Game” in Massively Multiplayer Game. Having this attitude has made me something of a frustrated player, however, when dealing with the games that are out today.

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