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What Players Want MMO Design

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A great game is a series of interesting decisions (Sid Meier). Player want to socialize ... Players want a dynamic solitaire experience ... – PowerPoint PPT presentation

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Title: What Players Want MMO Design


1
What Players Want - MMO Design
  • COSC 418
  • Design of Multiplayer Games
  • K. Harmeyer

2
From Space War to Star Trek Online
  • http//www3.sympatico.ca/maury/games/space/spacewa
    r.html
  • http//www.gamasutra.com/features/20060221/pierago
    stini_01.shtml

3
Why Do Players Play?
  • Players want a challenge
  • A great game is a series of interesting decisions
    (Sid Meier).
  • Player want to socialize
  • Games began as a social experience
  • Players want a dynamic solitaire experience
  • The computer game fakes the interesting part of
    human interaction without all of the potential
    annoyances
  • Players want bragging rights
  • Self satisfaction of high scores list.
  • Players want an emotional experience
  • Adrenaline rush, but why not more?
  • Players want to fantasize
  • Immersive games and escapism

4
What Do Players Expect?
  • Players expect
  • a consistent world.
  • to understand the worlds bounds.
  • reasonable solutions to work.
  • direction.
  • to accomplish a task incrementally
  • to be immersed.
  • to fail.
  • a fair chance.
  • to do, not to watch

5
What Do Players Not Want?
  • Players expect to not
  • have to repeat themselves
  • get hopelessly stuck
  • IKIWISI (Ill Know It When I See It)
  • Players do not know what they want but will know
    it when they see it.

6
Raph Koster Handout
  • Games that are based on PVP skill have
    classically had problems in attracting wider
    audiences than games where mere persistence can
    help you succeed.
  • This is because people dislike getting crushed.
    We dont do leagues or handicaps very well yet.
  • Why not????

7
Credits
  • Advice from Richard Rouse III
  • Many of the preceding tidbits for design were
    excerpted from Game Design Theory Practice,
    Wordware Publishing 2001.
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