Sunday, 6 July 2014

Thoughts on game design in MMORPGs

Back in 2006 I was living in the US and had accepted a programming job in the UK but had to wait several months for the paperwork to come through. My previous employment ended because the company was running out of money and since I knew that games are actually one of the most cost-effective forms of entertainment, I made the conscious decision to play World of Warcraft in an effort to deliberately save money and not go out so often to restaurants or clubs with friends. This was the first MMORPG (Massively Multiplayer Online Role Playing Game) I had ever played.

A new star map we're investigating using.

A good friend of mine (and then roommate), Michael Schwern, convinced me to try a PVP (player versus player) server instead of a PVE (player versus environment) server. The primary difference is that in PVP, enemy players can kill you. In PVE, they can't touch you and you just play against the game (yes, I'm oversimplifying). This was a huge eye opener for me because I thought I would prefer exploring the game rather than fighting other people. I was dead wrong. When you're trying to finish a particular quest and there are human bad guys all over the place, it makes the game much more challenging and that really pays off.

Over time, I had played enough games, both single player and multi-player that when I decided to create Veure I was pretty sure that I knew what I was doing. Once again, I was dead wrong.