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	<title>Muckbeast &#187; Game Design</title>
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	<link>http://www.frogdice.com/muckbeast</link>
	<description>Game Design, MUDs, MMOs, and Virtual Worlds</description>
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		<title>Facebook Games: As Lame as I Remember.</title>
		<link>http://www.frogdice.com/muckbeast/arrogance/facebook-games-as-lame-as-i-remember.html</link>
		<comments>http://www.frogdice.com/muckbeast/arrogance/facebook-games-as-lame-as-i-remember.html#comments</comments>
		<pubDate>Sat, 17 Sep 2011 21:08:14 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Arrogance]]></category>
		<category><![CDATA[Business Models]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming Industry]]></category>
		<category><![CDATA[Rants]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=708</guid>
		<description><![CDATA[So I broke down and started playing a Facebook game recently. Not much has changed. The same lame tricks and the same lame forcing you to spam your friends into oblivion.
Please give this article a read, and let me know what you think.
Facebook Games: Where Monetization Gimicks and User Growth Matter More Than Good Game [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.1000funnypictures.com/photos/Motivational/384.jpg"><img class="alignright" style="border: 10px solid white;" src="http://www.1000funnypictures.com/photos/Motivational/384.jpg" alt="" width="198" height="162" /></a>So I broke down and started playing a Facebook game recently. Not much has changed. The same lame tricks and the same lame forcing you to spam your friends into oblivion.</p>
<p>Please give this article a read, and let me know what you think.</p>
<p><a href="http://www.brighthub.com/video-games/pc/articles/124647.aspx">Facebook Games: Where Monetization Gimicks and User Growth Matter More Than Good Game Design</a></p>
<p>I look forward to your opinions.</p>
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		<slash:comments>2</slash:comments>
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		<title>Coin &#8216;n Carry: The social web game from Frogdice</title>
		<link>http://www.frogdice.com/muckbeast/game_design/coin-n-carry-the-social-web-game-from-frogdice.html</link>
		<comments>http://www.frogdice.com/muckbeast/game_design/coin-n-carry-the-social-web-game-from-frogdice.html#comments</comments>
		<pubDate>Tue, 30 Aug 2011 09:44:06 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming Industry]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=705</guid>
		<description><![CDATA[The upcoming release of Coin &#8216;n Carry is a huge milestone for my company, Frogdice. It is our first mass market game, our first social web game, and our first non-RPG. That&#8217;s a lot of firsts, but I&#8217;m just getting started.
It is the first game where I did not write a single line of code. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.frogdice.com/muckbeast/wp-content/uploads/2011/08/CNC-Main.jpg"><img class="alignright size-full wp-image-706" style="border: 10px solid white;" title="CNC-Main" src="http://www.frogdice.com/muckbeast/wp-content/uploads/2011/08/CNC-Main.jpg" alt="CNC-Main" width="239" height="157" /></a>The upcoming release of <a title="Coin 'n Carry social shopkeeper game." href="http://www.coinncarry.com">Coin &#8216;n Carry</a> is a huge milestone for my company, Frogdice. It is our first mass market game, our first social web game, and our first non-RPG. That&#8217;s a lot of firsts, but I&#8217;m just getting started.</p>
<p>It is the first game where I did not write a single line of code. It is the first game playable by people of ALL ages. It is our first game without built in chat!</p>
<p>This article explains the basics of <a title="Coin 'n Carry Social Media Shop Game" href="http://www.coinncarry.com">Coin &#8216;n Carry</a> while also delving a bit into some general aspects of the social gaming space and why putting your game on Facebook is not necessarily the best move.</p>
<p><strong><a title="Coin 'n Carry article" href="http://www.brighthub.com/video-games/social/articles/123953.aspx">Coin ‘n Carry: Putting the GAME back into Social Games</a></strong></p>
<p>Check out the article, and then give our game a try please! <img src='http://www.frogdice.com/muckbeast/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a title="Coin 'n Carry Social Shop Game" href="http://www.coinncarry.com">http://www.coinncarry.com</a></p>
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		<slash:comments>5</slash:comments>
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		<title>Is Blizzard’s Cataclysm the Worst Expansion in MMO History?</title>
		<link>http://www.frogdice.com/muckbeast/arrogance/is-blizzard%e2%80%99s-cataclysm-the-worst-expansion-in-mmo-history.html</link>
		<comments>http://www.frogdice.com/muckbeast/arrogance/is-blizzard%e2%80%99s-cataclysm-the-worst-expansion-in-mmo-history.html#comments</comments>
		<pubDate>Sat, 26 Mar 2011 03:01:25 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Arrogance]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming Industry]]></category>
		<category><![CDATA[MMOs]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=680</guid>
		<description><![CDATA[That is the question asked by Wolfshead, and he answers it in the affirmative. He makes a number of excellent arguments in his long and detailed post. I will summarize a few of the more salient points, and give my own answer to this question after the jump:

1) &#8220;Designed by The Children’s Television Workshop&#8221; &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" style="border: 10px solid white;" src="http://www.mediabistro.com/fishbowldc/files/original/poop.gif" alt="" width="112" height="142" />That is the question asked by <a href="http://www.wolfsheadonline.com/?p=5347#a88cb" target="_blank">Wolfshead</a>, and he answers it in the affirmative. He makes a number of excellent arguments in his long and detailed post. I will summarize a few of the more salient points, and give my own answer to this question after the jump:</p>
<p><span id="more-680"></span></p>
<p><strong>1) <span style="text-decoration: underline;">&#8220;Designed by The Children’s Television Workshop&#8221;</span></strong> &#8211; He notes a failure to maintain the cool, original design of the Worgen, and <em>&#8220;the Star Trek Ferengi inspired goblins with their ridiculously flamboyant starting zone that puts a stake through the heart of any semblance of high fantasy that WoW ever had.&#8221;</em></p>
<p><strong>2) <span style="text-decoration: underline;">Trivialized Advancement</span>:</strong> <em>&#8220;1-85 being utterly devoid of any semblance of challenge or intensity. Mob density has been nerfed to almost nothing in outdoor zones and in those occasional outdoor mini-dungeons; killing these mobs takes zero skill as player power has reached all-time heights in WoW.&#8221;</em></p>
<p><strong>3) <span style="text-decoration: underline;">No Challenge.</span></strong> <em>&#8220;For the vast majority of what constitutes WoW, the following is true: the challenge is gone, the risk is gone, the suspense is gone. the wonder is gone, and the immersion — well it left town years ago. It’s one big Bacchanalian orgy of advancement and rewards. Eventually players become immune to this mindless routine and have realized that gear and levels mean nothing.&#8221;</em></p>
<p><strong>4) <span style="text-decoration: underline;">Dungeon Finder</span>:</strong> <em>&#8220;Recently flawed design including the Trojan Horse of all MMO features — the Dungeon Finder — has resulted in the mechanization and trivialization of the beloved dungeon crawl. Dungeons have become nothing more than mob and loot conveyor belts designed to dole out instant gratification to mute loot addicted participants culled from various servers.&#8221;</em></p>
<p>This section leads to my favorite point he makes in the entire post, as it is one I have been making to people ever since I first heard about Dungeon Finder:<em> </em></p>
<blockquote><p><em>&#8220;Players are wise to the reality that being outgoing, friendly and polite has no value in WoW all thanks to the geniuses on the Dungeon Finder development team.&#8221;</em></p></blockquote>
<p>One of these days I am going to write an entire blog post about this concept: making things easier and more convenient is not always better, and is very often worse.</p>
<p>Dungeon Finder seems like a great concept. It is super convenient and helps people do something they really want to do: dungeon crawl.</p>
<p>The problem is it absolutely killed the concept of a game world. It whisked you around the game universe instant-teleport style, and originally you didn&#8217;t even have to find the dungeon even once to be teleported to it.</p>
<p>Worst of all, it killed the necessity of making friends and allies in order to put together a solid tank-healer-dpsx3 team. You could be the biggest jerk in the world, but you still had the same dungeon timer queue time.</p>
<p>In the old days, jerks languished in misery as they couldn&#8217;t find groups while people with a decent, mature attitude reveled in fun and productive groups. That&#8217;s how it should be!</p>
<p><strong>5) <span style="text-decoration: underline;">Culture of Entitlement.</span></strong> <em>&#8220;The players through no fault of their own have become virtual slackers addicted to a steady drip feed of rewards. Shooting fish in a barrel would require too much skill for today’s average WoW player. People don’t want to work for anything anymore; they feel entitled.&#8221;</em></p>
<p><strong><em>==============================================</em></strong></p>
<p>With all of that out of the way, do I agree with his final conclusion? Do I think Cataclysm is the worst MMO expansion in history?</p>
<p>No, I do not. I believe that title still goes to <span style="text-decoration: underline;"><strong>Dark Age of Camelot: Trials of Atlantis</strong></span> (DAoC: ToA), and I don&#8217;t even think its a fair fight.</p>
<p>DAoC: ToA was released October 28, 2003, a year before WoW in a time where Everquest was the WoW of the MMO industry. It wasn&#8217;t the quality of the content that made Atlantis such an utter failure. It was the fact that DAoC used an entire expansion, all that budget and manpower, to create an expansion that essentially tryed to EQ-ify (in the same way games now try to WoW-ify themselves) the game.</p>
<p>ToA introduced massive raids &#8211; some of them requiring 12 hours of straight gameplay with groups 50-100 large. It introduced massively powerful artifacts that completely dominated the PvP (RvR) landscape. Within a few months, if you did not have a full complement of fully leveled up artifacts you simply couldn&#8217;t compete in RvR.</p>
<p>This was an absolutely titanic shift in the game. Before ToA, you could cap all your stats, resistances, etc. with crafted gear. It might be expensive, but it didn&#8217;t require any raiding or specific boss farming. People lovede this because it made PvP a level playing field where skill, team composition, etc. were everything.</p>
<p>ToA utterly ruined and destroyed this, and the shockwave was fast and brutal. Within a few months, this expansion caused DAoC to lose approximately two thirds of its userbase, and it never recovered. Even Mythic staff (including Mark Jacobs, the founder) eventually admitted ToA was a gigantic mistake.</p>
<p>Can you imagine investing millions of dollars and zillions of man hours into an expansion &#8211; all with the goal of GROWING your game &#8211; and the net effect is to lose TWO THIRDS of your customers? Spending the ToA money on guns and booze would have been more productive. In order to stop the exodus of players, they had to release non-ToA enabled servers. That&#8217;s right folks: ToA was so bad, people preferred servers WITHOUT it. The non-ToA servers were the most popular, and probably saved DAoC from completely shutting down.</p>
<p>For that reason, I believe Trials of Atlantis is still far and away the worst MMO expansion ever made, and I think it is unlikely it will ever be dethroned.</p>
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		<title>Bill Roper &#8211; Still in Denial</title>
		<link>http://www.frogdice.com/muckbeast/arrogance/bill-roper-still-in-denial.html</link>
		<comments>http://www.frogdice.com/muckbeast/arrogance/bill-roper-still-in-denial.html#comments</comments>
		<pubDate>Thu, 24 Mar 2011 21:13:03 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Arrogance]]></category>
		<category><![CDATA[Business Models]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming Industry]]></category>
		<category><![CDATA[MMOs]]></category>
		<category><![CDATA[Rants]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=672</guid>
		<description><![CDATA[In a comment to my Bill Roper &#8211; Computer Game Poison? article, BryanM passed along a link to a recent Gamasutra interview of Bill Roper. As always, it is interesting simply because of how disingenuous and dishonest (or at least in denial) this guy is.
And maybe, also at that time, that&#8217;s just to where the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://i111.photobucket.com/albums/n151/malignityomega/FlagshipPics/Roper.jpg"><img class="alignright" src="http://i111.photobucket.com/albums/n151/malignityomega/FlagshipPics/Roper.jpg" alt="" width="221" height="157" /></a>In a comment to my <a title="Bill Roper - Computer Game Poison? " href="http://www.frogdice.com/muckbeast/business_models/bill-roper-computer-game-poison.html" target="_self">Bill Roper &#8211; Computer Game Poison?</a> article, BryanM passed along a link to a <a href="http://www.gamasutra.com/view/feature/6281/bill_roper_reflections_on_hellgate.php">recent Gamasutra interview of Bill Roper</a>. As always, it is interesting simply because of how disingenuous and dishonest (or at least in denial) this guy is.</p>
<blockquote><p><em>And maybe, also at that time, that&#8217;s just to where the internet &#8212; I hate to use that broad-based term in quotes &#8212; had gotten. Like, people love flaming. The whole thing is all &#8212; they want controversy. They&#8217;re going to say things. It&#8217;s like, &#8220;Hey, you don&#8217;t know who I really am. I can say whatever I want.&#8221; You see it in the press now.</em></p></blockquote>
<p>He blames &#8220;the internet&#8221; and flaming, but still after all these years cannot admit it was their absolute despicable and deceitful business model.</p>
<p>Amazing.</p>
<p>Roper is like a drug addict. Until he admits his problem, you can&#8217;t deal with him.</p>
<p>Nobody in the world should hire this guy until he admits the #1 reason people hated Hellgate and Flagship with such a passion was their absolutely disgusting business model.</p>
<blockquote><p><em>I talked to people in the industry, they thought, &#8220;I thought that was a great idea, especially at the time, for a business model.&#8221; &#8220;Hey, the game is free to play? Oh, but if I want to give you $10 a month, I&#8217;m going to get everything you ever do? Sure, I&#8217;m in.&#8221; But gamers hated the idea.</em></p></blockquote>
<p>Clueless. He acts like everyone in the industry thought it was a good idea. Did he talk to idiots? Hellgate was roundly mocked for its business model months before it came out, and they didn&#8217;t do anything to change it.</p>
<p>How could he not understand that you&#8217;re either subscription or not. And even if you must go with some kind of weird partial-subscription system, you can&#8217;t TAKE AWAY the content people already paid for.</p>
<p>If my subscription gets me access to Zone X, you can&#8217;t take away Zone X when I stop subscribing. You can stop giving me new zones &#8211; fine. But taking away old ones I paid for? Stupid.</p>
<p>Or even worse, locking characters because they are one of the &#8220;subscriber only&#8221; classes? Or locking out gear? ANYONE thought that was smart? Really?</p>
<blockquote><p><em>I think I was very disappointed that followed into going Cryptic. You know, people go, &#8220;Oh, great. Now this guy is going to come here and screw everything up.&#8221;</em></p></blockquote>
<p>Which he did. The <a title="Cryptic C-Store sucks." href="http://www.brighthub.com/video-games/mmo/reviews/52995.aspx" target="_blank">Cryptic &#8220;C-store&#8221;</a> is an absolute abortion of a &#8220;freemium&#8221; attempt. The things you pay for are grossly overpriced, and they are charging extra for things that should be core gameplay elements.</p>
<blockquote><p><em>We even at one point just realized, &#8220;We&#8217;re never going to make money off box sales. Even if this game sells multiple millions of copies, we might never make our money back on the box sales. We&#8217;re going to have to make our money on the back end, on the online.&#8221; Because that was a much lower nut to crack every month. But we just didn&#8217;t get the number of players.</em></p></blockquote>
<p>Perhaps this explains the stupidity and the greed: desperation. They realized that the online/subscription method was their only hope to break even, so they got desperate and greedy. Instead of figuring out a Guild Wars type model where they charged a fixed price for chunks of content &#8211; or mini-expansions &#8211; they were hoping for the cash cow of subscriptions (and the free money from &#8220;sleepers&#8221;). Stupid move.</p>
<blockquote><p><em>Bill Roper joined established MMO developer Cryptic Studios as design director in 2008.</em></p>
<p><em>Less than two years later, Roper would resign from the company after the launches of Champions Online and Star Trek Online, each of which was criticized by gamers and reviewers.</em></p></blockquote>
<p>Reconcile that <em>&#8220;resigned&#8221;</em> part with the fact that he hasn&#8217;t been able to find a job &#8211; ANY job &#8211; for 8 months.</p>
<p><span style="text-decoration: underline;"><strong>Translation</strong></span>: Roper was fired. This guy appears to be allergic to honesty.</p>
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		<title>Revolutionary Games That Made an Impression On You</title>
		<link>http://www.frogdice.com/muckbeast/game_design/revolutionary-games-that-made-an-impression-on-you.html</link>
		<comments>http://www.frogdice.com/muckbeast/game_design/revolutionary-games-that-made-an-impression-on-you.html#comments</comments>
		<pubDate>Mon, 07 Mar 2011 21:56:09 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming Industry]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=665</guid>
		<description><![CDATA[One of my writers created this really interesting article recently:
Five Revolutionary Games That Amazed Us
It got me thinking about revolutionary games that really made an impression on me both as a gamer and a developer.
1) Age of Empires: In many ways, this is the game that got me back into playing games after many years [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" src="http://static.tvtropes.org/pmwiki/pub/images/diablo.jpg" alt="" width="165" height="123" />One of my writers created this really interesting article recently:</p>
<p><a href="http://www.brighthub.com/video-games/console/articles/108525.aspx">Five Revolutionary Games That Amazed Us</a></p>
<p>It got me thinking about revolutionary games that really made an impression on me both as a gamer and a developer.</p>
<p>1) <a href="http://www.brighthub.com/video-games/pc/reviews/2745.aspx">Age of Empires</a>: In many ways, this is the game that got me back into playing games after many years away from them (with the exception of MUDs). My wife got me into it while I was visiting her once, and we played the living daylights out of it. I know that AoE did not revolutionize the genre, but the combination of history with RTS mechanics made it a lot of fun.</p>
<p>2) <a href="http://www.brighthub.com/video-games/pc/articles/3216.aspx">Diablo</a>: This is another game my wife introduced me to during my early days of &#8220;returning&#8221; to gaming. This was also the first game I ever modded. In addition to the sheer joy of mindless mob killing and loot grinding, the introduction to modding was a very significant one for my gaming life.</p>
<p>3) <a href="http://www.brighthub.com/video-games/mmo/reviews/35261.aspx">Threshold</a>: The first game that I ever created, completely on my own. I have to list it here, right? I feel it was certainly revolutionary, in that it was possibly the only LP mud out there that required RP. It was certainly the first (and still only) commercial game that enforces RP. The impact it had on my life was pretty enormous, since it resulted in me cutting short my career as a lawyer and becoming an entrepreneur and game developer.</p>
<p>How about the rest of you?</p>
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		<title>Forcing Players to Do Things They Don&#8217;t Want to Do</title>
		<link>http://www.frogdice.com/muckbeast/game_design/forcing-players-to-do-things-they-dont-want-to-do.html</link>
		<comments>http://www.frogdice.com/muckbeast/game_design/forcing-players-to-do-things-they-dont-want-to-do.html#comments</comments>
		<pubDate>Sat, 22 Jan 2011 19:41:04 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=633</guid>
		<description><![CDATA[This is one of the most delicate things in game design. When is it ok to force players to do something they otherwise would not want to do? To what extent is it acceptable to do this, and to what extent is it not?
I am going to start with the premise that it is ok [...]]]></description>
			<content:encoded><![CDATA[<p>This is one of the most delicate things in game design. When is it ok to force players to do something they otherwise would not want to do? To what extent is it acceptable to do this, and to what extent is it not?</p>
<p>I am going to start with the premise that it is ok to do this SOMETIMES. Some people may feel it is never acceptable to do this to players, and I&#8217;d be happy to hear arguments to that effect.</p>
<p>It you continue from my belief that it is ever acceptable, the question then is how often and when. As a developer, figure out your motivation in forcing a player to do this thing &#8211; whether its raiding, questing, PvP, or some other game feature.</p>
<p>Why do you want the player to do this thing? Is it a type of gameplay you really want them to experience? Is it to prepare them for some aspect of the game in the future? Are you just being butthurt that players don&#8217;t like something you created, and thus you want to force them to do it because gosh darnit they&#8217;re going to learn to love it?</p>
<p>If you are forcing players to do something to prepare them for a later, important aspect of the game, that&#8217;s a good reason.</p>
<p>If you are forcing players to do something because you honestly believe they will enjoy it if they give it a shot, that&#8217;s a pretty good reason. But if it turns out they still hate it, then you better be willing to revisit the idea and remove the requirement.</p>
<p>If you are forcing players to do something because you are upset they aren&#8217;t choosing to do it already, then you need to check yourself and cut it out.</p>
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		<title>Balancing Annoyance Against Immersion</title>
		<link>http://www.frogdice.com/muckbeast/game_design/balancing-annoyance-against-immersion.html</link>
		<comments>http://www.frogdice.com/muckbeast/game_design/balancing-annoyance-against-immersion.html#comments</comments>
		<pubDate>Thu, 20 Jan 2011 15:46:19 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[MMOs]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=630</guid>
		<description><![CDATA[There are a lot of things in MMOs that players consider annoying that are important for immersion. Travel times. Regeneration times. Downtime in general. Etc.
But how do you strike a balance that maintains immersion without being needlessly annoying?
]]></description>
			<content:encoded><![CDATA[<p>There are a lot of things in MMOs that players consider annoying that are important for immersion. Travel times. Regeneration times. Downtime in general. Etc.</p>
<p>But how do you strike a balance that maintains immersion without being needlessly annoying?</p>
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		<slash:comments>11</slash:comments>
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		<title>The Difference Between Graphics and Art</title>
		<link>http://www.frogdice.com/muckbeast/arrogance/the-difference-between-graphics-and-art.html</link>
		<comments>http://www.frogdice.com/muckbeast/arrogance/the-difference-between-graphics-and-art.html#comments</comments>
		<pubDate>Tue, 18 Jan 2011 13:22:28 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Arrogance]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=628</guid>
		<description><![CDATA[In a recent issue of PC Gamer, Desslock wrote a column wherein the salient point was we should appreciate the bad animations in Fallout: New Vegas because the developers instead spent that time working on the content. I think that is a point well taken &#8211; especially for RPGs.
Why then is this same attitude not [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.thebestpageintheuniverse.net/c.cgi?u=irule2"><img class="alignright" src="http://www.thebestpageintheuniverse.net/images/crapart2_4.jpg" alt="" width="201" height="158" /></a>In a recent issue of PC Gamer, Desslock wrote a column wherein the salient point was we should appreciate the bad animations in Fallout: New Vegas because the developers instead spent that time working on the content. I think that is a point well taken &#8211; especially for RPGs.</p>
<p>Why then is this same attitude not taken towards MMORPGs in the press?</p>
<p>I can tell you that I honestly believe PLAYERS take this attitude, as there are a wealth of games that have been enormous successes despite mediocre graphics.</p>
<p>Runescape, Farmville, even WoW have all been panned for their graphics.</p>
<p>Were they a success despite their &#8220;weak&#8221; graphics, or because of them? And because of them, I mean because the focus was not put on graphics.</p>
<p>I think the answer is not that simple. I think there are two reasons those games were still a success despite the graphics:</p>
<p>1) Gameplay. They all had gameplay that resonate with a huge number of users who loved the game despite it not being a graphical marvel.</p>
<p>2) Art. Most of the time, it doesn&#8217;t matter how many polygons your game is pushing. What matters is what you do with them. Having a consistent, appealing art style can be (and usually is) far more important. People love to bash WoW&#8217;s cartoony style graphics, but to a lot of people that stylized, unrealistic art style helps maintain the fantasy feel. Farmville&#8217;s cutesy style appealed to a wide base of customers.</p>
<p>I&#8217;ll go even further back. Diablo II. That game launched with a max resolution of 640&#215;480 which was ancient even then. But the game had such great art direction, it didn&#8217;t matter.</p>
<p>How important are graphics to you in your enjoyment of a game? I ask because in the same issue of PC Gamer, a game developer wrote in another column that without a visceral  light show of uber graphics he finds the experience &#8220;shallow.&#8221; I thought that was itself a pretty shallow way to look at games, but hey, that&#8217;s me.</p>
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		<slash:comments>5</slash:comments>
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		<title></title>
		<link>http://www.frogdice.com/muckbeast/business_models/623.html</link>
		<comments>http://www.frogdice.com/muckbeast/business_models/623.html#comments</comments>
		<pubDate>Sun, 16 Jan 2011 16:02:53 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Business Models]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[MMOs]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=623</guid>
		<description><![CDATA[This seems like a moderately huge disaster for Frogster, makers of Runes of Magic, a free to play MMO with ~4 million players.
The short version is this. Some group of people claim to have obtained the login details of just about the entire customer base of Frogster&#8217;s games (not just Runes of Magic). They have [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://brokentoys.org/2011/01/14/the-war-against-runes-of-magic/"><img class="alignright" src="http://brokentoys.org/wp-content/uploads/2011/01/deadfrog.jpg" alt="" width="240" height="114" />This seems like a moderately huge disaster for Frogster</a>, makers of Runes of Magic, a free to play MMO with ~4 million players.</p>
<p>The short version is this. Some group of people claim to have obtained the login details of just about the entire customer base of Frogster&#8217;s games (not just Runes of Magic). They have been making demands that Frogster improve various things about their games.</p>
<p>Putting aside what a PR and business disaster this is for Frogster, I wonder about this:</p>
<p>1) What if this is successful? What if Frogster has to cave and make some or all of the fixes demanded by this group. Is that basically &#8220;negotiating with the terrorists&#8221;? And will that encourage more people to do such things?</p>
<p>2) How long until a group like this decides &#8220;wow, if it can happen to Frogster, maybe we can hit WoW.&#8221; Or heck, what if this group decides to one  up themselves and go after WoW.</p>
<p>3) What can MMO developers do to guard against this? I haven&#8217;t read anything yet that implied Frogster did anything particularly sloppy in its security measures.</p>
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		<title>WoW &#8211; The Same Dull Quest Grind As Always?</title>
		<link>http://www.frogdice.com/muckbeast/arrogance/wow-the-same-dull-quest-grind-as-always.html</link>
		<comments>http://www.frogdice.com/muckbeast/arrogance/wow-the-same-dull-quest-grind-as-always.html#comments</comments>
		<pubDate>Sat, 15 Jan 2011 09:53:11 +0000</pubDate>
		<dc:creator>Muckbeast</dc:creator>
				<category><![CDATA[Arrogance]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[MMOs]]></category>

		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=615</guid>
		<description><![CDATA[For a number of reasons, I will probably never play WoW again. I ended with Burning Crusade. But I still like to keep up with it, and hear about what has changed and what has not.
One of my writers recently wrote this article about the Carbonite Add On for WoW. The part that struck me [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" style="border: 10px solid white;" src="http://t2.gstatic.com/images?q=tbn:ANd9GcTceig73DhLifSHYTSrhRzQop6QQ3AVUMuJvlj_WzhjzcKNURTf" alt="" width="207" height="155" />For a number of reasons, I will probably never play WoW again. I ended with Burning Crusade. But I still like to keep up with it, and hear about what has changed and what has not.</p>
<p>One of my writers recently wrote this article about the <a title="Carbonite Add on for WoW" href="http://www.brighthub.com/video-games/mmo/articles/99760.aspx" target="_blank">Carbonite Add On for WoW</a>. The part that struck me is the quest tracker information. It sounds like quests continue to be dumbed down as a form of content, and have become less about story and more about following an arrow like a rat in a maze seeking cheese.</p>
<p>Years ago, I wrote that a <a title="Quest Grind and Quest Based Advancement in WoW" href="http://www.brighthub.com/video-games/mmo/articles/29399.aspx" target="_blank">quest grind in quest based advancement</a> is no different (and in many ways worse) than a mob grind. It would appear that nothing has changed.</p>
<p>So, am I right or am I wrong?</p>
]]></content:encoded>
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