[MUD-Dev] When will new MMORPGs that are coming out get original with the gameplay?

ceo ceo at grexengine.com
Wed Jul 9 09:55:00 CEST 2003


J C Lawrence wrote:

> Not exactly, that's just a significant force when combined with
> the high risk of failure.  If I were to attempt to isolate the
> single largest problem in the field it would be:

>   We have no external objective metrics which can either detect or
>   demonstrate a "good game design" (where good is defined as fun,
>   large enough player base, profitable, sustainable etc) without
>   implementing and thus sustaining the costs of that game.

I have some, and they *seem* to work well, but so far my attempts to
get them spread widely, or discussed in detail (e.g. conference
talks) have met with a complete lack of interest...although I've not
tried GDC yet, so I'll put in a GDC-2004 submission this month.

It's not anything specific to MUD development, so I think I've never
mentioned it on-list, I did talk to Noah Falstein (freelancer with a
regular column on game design in Gam Developer mag) about it for a
while, and he was pretty interested by it... but we lost touch in
the end.

If there's interest, I could go into detail on MUD-DEV? So far, the
metrics only cover "fun", and from a slightly strange perspective
(but it *works*), and not the extra aspects that are particular to
massive/online games. This is mainly due to how I came up with them
(by accident, whilst researching something else).

Adam M
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