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top 10 MMO golden rules |
Leonide Grand Admiral Templar Knights
Joined: October 01, 2005 Posts: 1553 From: Newport News, Virginia
| Posted: 2009-01-26 00:16  
Top 10 MMO Golden Rules
(Or a checklist for developers to consider)
1) If there is the possibility for abuse or exploitation ingame, players will always find it and abuse the hell out of it to its fullest extent.
2) Players will always look for ways to cheat. Whether it be through ingame mechanics, third party software, or by some other method.
3) When given the choice, players will always choose the path of least resistance. The fastest, easiest, cheapest, and laziest route to their end goals.
4) Content is only as good as how the playerbase perceives it to be. Developers could pour their hearts and souls developing content for years, but it's nothing more than dog poo if the players don't like it.
5) Never ignore the player concerns when content is in development. Sure a few whiners and complainers will surface, but the playerbase as a whole wields a strong understanding of the game. Sometimes the devs can't see the forest through the trees.
6) Trolling and bad player behavior is contagious. Especially when little or no action is taken against them. Some players genuinely find joy through ruining the fun for others. It's vitally important to both recognize this sort of behavior and take appropriate and timely actions against it. Spare the rod and spoil the child.
7) If you promise something to the playerbase then you darn well better honor that promise. Time tables may fluctuate, but promises are promises. Players don't forget and they never miss an opportunity to remind us all.
The vocal minority that populate MMOs may be the minority, but they hold a very strong social influence over the silent majority. Often the vocal player opinions translate and imprint onto the silent players.
9) Like it or not, min/maxing is here to stay in the MMO genre. Those who min/max are often at the top of the food chain, and those who wish to stay competitive or alive must also follow this path.
10) Always stick to your policy guns. If it's against the rules for some players, it must be universal amongst all players. Alternatively, if some players are allowed to do X, then all players must be allowed to. Playing favorites and granting special privileges will always cause drama.
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2009-01-26 01:09  
Modifying it to be more accurate.
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On 2009-01-26 00:16, Leonide *FM* wrote:
Top 10 MMO Golden Rules
(Or a checklist for developers to already know about)
1) If there is the possibility for abuse or exploitation ingame, if it is fun it will soon become a feature.
2) Players will always look for ways to play the game as intended, which means whatever the developers forgot to prevent.
3) When given the choice, players will always choose the path of least resistance. The fastest, easiest, cheapest, and laziest route to being better than everyone else.
4) Content is only as good as how similar to WoW it is.
5) Always ignore the player concerns when content is in development. Only listen to your player base after your content is released and has proven to be a total failure and you have failed to blame it on the players themselves.
6) There are no good players, just varying degrees of idiocy.
7) If you promise something to the playerbase then you must make sure that your game is fun enough that they will forget all about them.
The vocal minority that populate MMOs are often the oldest players and often the most bitter. They will hold onto dear life to the concepts that they find the most joy, percieving them to be the only viable way for something to succeed even to the detriment of new and original content.
9) Min/Maxing was a balance flaw turned feature, as developers found that it was easier for idiots to comprehend that something = best than creative thought.
10) Always stick to your policy guns unless it is proven the game is more fun and attracts more players without them. Then abandon them completely in favor for higher revenues.
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-Ent [ This Message was edited by: Enterprise on 2009-01-26 01:10 ]
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_x$witchBladex_ [1.480 Fanboy] Grand Admiral
Joined: February 26, 2003 Posts: 849 From: Upstate New York
| Posted: 2009-01-26 01:19  
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On 2009-01-26 01:09, Enterprise wrote:
Modifying it to be more accurate.
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10) Always stick to your policy guns unless it is proven the game is more fun and attracts more players without them. Then abandon them completely in favor for higher revenues.
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-Ent
[ This Message was edited by: Enterprise on 2009-01-26 01:10 ]
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_________________ * [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2009-01-26 01:44  
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On 2009-01-26 01:09, Enterprise wrote:
Modifying it to be more accurate.
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10) Always stick to your policy guns unless it is proven the game is more fun and attracts more players without them. Then abandon them completely in favor for higher revenues.
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It's like they're running some kind of company that generates a profit or something!
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