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IGDA Persistent Worlds White Paper Released

Elonka writes "The Online Games SIG of the IGDA has released the latest in a series of White Papers on the online computer gaming industry. The 2004 Persistent Worlds White Paper (80-page, 457K pdf) had several contributors from across the industry, and gives general "developer to developer" advice, covering everything from a quick overview of major products, to design considerations on multiplayer gameplay and dealing with online communities, to technical considerations, to some stats about the international marketplace, including the rapidly-growing Asian market. Editors included Daniel James of Three Rings Design, makers of Yohoho! Puzzle Pirates, and Gordon Walton, VP and Executive Producer at Sony Online and presenter of the Ten Reasons You Don't Want to Make a Massively Multiplayer Game talk at the 2003 Game Developers Conference."

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  1. Massively Multiplayer Online Games by Antonymous+Flower · · Score: 3, Insightful

    I haven't read any of the links but I feel this is a good place to provide my personal feedback on MMOGs. I am just a player.

    MMOGs are addictive. The psychological gratifications that normally stem from social interactions in meatspace can be obtained through these online games. Similar gratifications can also be acheived in these games. Consider the team who works on a space probe, launches it and is able to explore a new world. Teams in these games band together to overcome challenges and are rewarded mostly only by the accomplishment. This was my favorite part of Everquest and, in my personal opinion, the redeeming factor of these games. Many who ascend to this level of gameplay eventually become distraught, though. It is my observation that these people don't hate the game. Rather, they are no longer challenged and are no longer exposed to this very satisfying "team accomplishment gratification." They all eventually try other games, find themselves unimpressed by the already-been-done game mechanics and discontinue play of the new game. Many game developers realize that there will always be a 'casual' gamer to cater to in order to secure profit. However, if they only cater to these casual masses their game will just be another lump in the pile. If you please these "hardcore" players who want to be challenged you will be rewarded with their loyalty. Your success as a game designer/developer is only limited by your imagination in game mechanics.