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With
your host - David Moore This
week's developers are: Matt Firor of Mythic Entertainment (Dark
Age of Camelot), Daniel McMillan of Cosmic Origins (Frontier 1859), Julia Howe of Cyber Warrior (Rubies of Eventide), and Al
Corey of Playnet (World War II Online). gamebunny:
Julia
Howe (Rubies of Eventide): Daniel
McMillan (Frontier 1859): A). Tolerance, and quality of Support = how you treat your patrons, and then... B).
Reward = What are the players achieving in the world of choice, and is it
worthy of their time. In the past,
if an all-in-the-box "what you see is what you get game" shipped
buggy, it would lose interest quickly. So I think that publishers and
developers who want to stay in the game, don't have any other option at this
time but to prioritize features that ship with release, and then maintain
quality of support all the way through the lifespan of the world - with
continuity of world upgrades and surprises.
gamebunny: Matt
Firor (Dark Age of Camelot): Even though many games have been released in the last year very few have survived or have succeeded in attracting a large audience. Even if the number of games does greatly increase in the coming years we've barely tapped the full potential of the PC gaming market, only a small number of the millions who go out and buy PC games have signed up for an online game. There is still plenty of growth in the market. Al
Corey (WWII Online): Julia
Howe (Rubies of Eventide): The
only troubling issue this raises is accountability. More stringent griefer-proof
measures have to be put in place to prevent jerks going from game to game
just to mar the enjoyment of others. I'm not saying there needs to be a
criminal database of d00ds, but people will make their own fun if the
content isn't there. In the past, where there were only 1-3 MMOs (let alone
servers), getting exiled from your MMOG server was a big deal. But now there
are lots of other places the same person can go with little risk of
the past catching up with him or her. Daniel
McMillan (Frontier 1859): In
the past, developers and publishers presumed that the public would
appreciate their "cool idea" when it hit the shelf, and proceeded
to sign the project for development. Publishers need to see more
credibility for MMO worlds before the big Kahunas slap down on the
barrel head. MMOs are too expensive and intricate in design and technology
for the old way of thinking, and a famous license will not guarantee a
hit, especially if the implementation destroys any momentum created by the
interest or love the public has for a particular concept. Only what people
can do in the world will be the factor that breaks any genre barrier. That
is what has garnered the attention for our project. If you're building an MMO for Wall Street - you've already gone wrong. Wall Street knows nothing about MMOs. Good business is still, and will, always be about customer satisfaction. Since there are SO MANY products of similar style - FPS, RTS, and so on - they all look alike. Boxes' get picked up, looked at, and set back down. MMOs are not as expendable as trade-back games. You never really finish an MMO until you reach a point where you hate the time sink. People don't have unlimited time. Their time is shared with multiple media. The medium is no longer the message - it's the environment. Yet the human spirit has not changed, and is aching for some sense of extraordinary out of the ordinary - or none of this would be happening. Build the world for them. That is the gift we have been given when the door opened for virtual worlds. We may be passing from the "Information Age" into the "Virtual Reality Age." That reality can become a powerful educational tool, as well as provide entertainment that involves people, and brings people together from every corner of the world. There has never been anything like this before in history, and it is too big for just one console system. Don't miss 'Dev Shakedown' part 1 & part 3. A
huge thanks to everyone for taking part! For further info on the games
listed above you can check the links below: David
'spridal'
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