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New Technique To Help Develop MMORPG Content?

ShipLives writes "Researchers have developed a new method that can predict MMORPG player behavior. The tool could be used by the game industry to develop new game content, or to help steer players to the parts of a game they will enjoy most. I don't think it should replace user feedback, but it's a pretty cool data-driven approach. Ideally, it could help developers make good decisions about new games/expansions."

46 of 71 comments (clear)

  1. They needed a research group... by Immostlyharmless · · Score: 3, Insightful

    To determine that people tend to do things in order, and that achievements generally build on one another? What sense would it make to run around doing achievements at random? Apparently 20% people do, but....as for the rest of us, apparently we think methodically, this is news?

  2. User feedback is overrated by artor3 · · Score: 4, Insightful

    Asking users what they think is generally a bad approach to game development. People don't really know what they want. Your questions are likely to be leading (you are not a professional pollster). They might lie about what they found to be difficult if they're embarrassed about losing, or alternatively they might demand that everything get simplified because they want to win, not realizing that it wouldn't be fun if it were too easy. And in competitive games, forget about it. Every class/weapon/tactic that kills them must be nerfed, whatever they like to use must be buffed.

    It's far more effective to simply watch them play the game, without speaking to them at all, and see what frustrates them, what confuses them, what they enjoy, and so on.

    Unfortunately, the method in TFA(bstract) seems to just evaluate player behavior based on what achievements they have. That will, apparently, tell you what aspects of the game they like best, but it's not going to help much with the small stuff. I suspect Blizzard is already gathering that data anyway.

    1. Re:User feedback is overrated by alostpacket · · Score: 1

      It could go the other way too, where the data is just showing what people felt they needed to do in order to get to play the content they liked. Say an achievement was "Thirsty! - drank a health potion" (oversimplfying here) you might see 99.99% of players did that. Does that mean they love health potions?

      I think using data and listening to feedback and using common sense about what rational conclusions can be drawn is all helpful, but each has bias.

      --
      PocketPermissions Android Permission Guide
    2. Re:User feedback is overrated by Rei · · Score: 4, Interesting

      But then you come to the balance between enjoyment and grief. Sure, you may take enjoyment from raiding a rival faction's cities, but at the same time, if someone raided your city and took your stuff that you had worked hard to accomplish, the shoe is on a totally different foot. The classic PK/Non-PK dilemma. It works for some, but most people get more frustrated with the loss than they feel the reward of the victory, especially when it happens multiple times in a row.

      You're right about the "amusement park with security guards" aspect, however. The MMORPG addiction equation is about making the player feel that they're accomplishing something through their actions, the human delayed gratification response. "If I just do this now, I'll get X, which will let me do Y!" But then you get X, and there's a brand new X to get, then another, then another, etc -- and "Y" is usually just a means to get a different X anyway. But that doesn't mean that games need to be construed so narrowly, only toward that specific reward mechanism.

      Another way to reward players is to let them feel that they're really having an impact in changing their world -- that they've modified something that others will experience in a durable manner. This could be anything -- tunnelling an underground palace, permanently wiping out a kingdom of orcs, inventing a new type of attack or spell that can be taught to other players, etc, etc -- the possibilities are endless. The ability to point to something concrete and say, "I did that!", is the same reward mechanism that drives the FOSS movement (among countless other endeavors of humanity ;) ). Making gaming world be able to be durably modified is often more difficult to code than "amusement park" style games, but is a worthwhile endeavor. Weaknesses to this system are that if making change in the world is too easy, it has no meaning.

      Most games have some degree of involving a third powerful human reward mechanism: social interaction. But they can do way more. Look at how many people Facebook has sucked in. Ostensibly social interaction may be a secondary, tertiary, or whatnot purpose of the game, way below "saving the galaxy from aliens" or "keeping the zombies from overrunning the countryside". But it really isn't, and developers shouldn't treat it that way. The social networking aspects in the game should be well thought out and well developed. You want it so that when they disconnect from the game for several days, they feel disconnected. Note that the social interaction aspect is generally not something that will keep people in the game on its own; it simply amplifies the feeling of needing to return and helps make experiences within the game feel more meaningful.

      There are a variety of other human reward mechanisms which can be exploited in various degrees, but usually only the first reward mechanism is stressed.

      --
      Seen on a Japanese food processor: "Not to be used for the other use."
    3. Re:User feedback is overrated by superwiz · · Score: 1

      They aren't asking anyone anything. From the summary it sounds like they simply created a correlation matrix of all the achievements in WoW. So the idea is to steer people towards achievements that are similar to the ones which people have already accomplished. I agree that it is highly doubtful that Blizzard isn't doing this already on their own.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    4. Re:User feedback is overrated by superwiz · · Score: 1

      I think achievement are along the lines of "drank a health potion, drank 10 health potions, drank 50 health potions, ..., drank 5000 health potions". I would guess that someone who accomplished such a chain of achievements does, in fact, like drinking health potions. But then again, WoW players are (in their majority) clinically insane. A good number of them will go through 90% of all available achievements just because they are there to go through. There is an actual achievement to get the title "insane" and it involves going through months of meaningless boring tasks. And people actually take pride in getting this achievement.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    5. Re:User feedback is overrated by Lundse · · Score: 1

      Ah... Slashdot is not quite dead - a comment far more interesting than the article :-)

      Mod up, please.

      --
      IAIFARSIJDPOOTV - I Am In Fact A Reality Star; I Just Don't Play One On TV
    6. Re:User feedback is overrated by Xest · · Score: 1

      I somewhat agree with what you're saying but I think valuable feedback particularly for MMOs can still be gained by listening to users.

      I think Dark Age of Camelot was a fine example of Mythic doing a bad job of this, when they release a new character class into the game that's capable of killing 4 other equally or more skilled players simply by virtue of the fact that class is overpowered, and you have thousands and thousands of users screaming about it on forums but then choose to ignore it anyway and not weaken the class for over 18 months then there is something very wrong.

      In DAoC certain issues were very very obvious by complaints on forums, yet little was done because the devs felt they knew better even with them observing the game, and worse, sometimes they even made overpowered classes stronger again when already too powerful.

      So yes, I know users often don't really know what they want (particularly in business software development), but sometimes, just sometimes they do, and I honestly believe that in MMOs this is particularly the case because you have so many users, if a few thousand of them are screaming about a problem then the chances are, they're not all wrong.

    7. Re:User feedback is overrated by AdamWeeden · · Score: 3, Interesting

      Another way to reward players is to let them feel that they're really having an impact in changing their world -- that they've modified something that others will experience in a durable manner.

      This is one thing that always brings me back to A Tale In The Desert. It's not the prettiest game in the world, and can definitely be awkward at times, but it's unique in it's mutability. For those unfamiliar, every aspect of the game is democratic. Don't like something? Then write a law and attempt to convince others to pass it. For example: a resource that is needed for certain recipes is cactus sap. To get this cactus sap you have to cut the cactus and wait for it to come out after a few minutes. Common courtesy is that, when done, you cut the cactus for the next person to make their time shorter. Someone decided there ought to be a law that when you collect sap, you auto cut the cactus. This saves you clicks (1 click to cut and collect vs. 2) and it means there will always be sap for the next person. Everyone loved the idea, it was passed into law, and the developer implemented it. It's a beautiful system.

      --
      I was quoted out of context in my autobiography...
    8. Re:User feedback is overrated by _xeno_ · · Score: 2

      Asking users what they think is generally a bad approach to game development.

      If you want a great example of this, look at Final Fantasy XIV.

      Now, you might think with the game being as big a failure as that one, that they should be listening to fans and closely as it's obvious that the developers have absolutely no clue what makes a good game. You'd be wrong, because the only people answering are the people still playing.

      They added a feature to mark which enemies "aggro" (attack you without provocation). Now, you might be thinking "doesn't just about every MMO do this?" or "didn't FFXII do that?" and you'd be right.

      The fans revolted anyway. Apparently it "ruined their immersion" so the feature was dutifully patched out. Well, disabled by default, but apparently the only way to reenable it is a text command that's only documented in the patch notes for that one specific patch.

      Listening to the fans still playing FFXIV is going to doom that game. Well, it's already doomed after failing to fix any of the core issues (other than leveling not working) in eight months. But even more doomed, thanks to moronic input from the idiots still playing.

      --
      You are in a maze of twisty little relative jumps, all alike.
    9. Re:User feedback is overrated by mounthood · · Score: 1

      It's far more effective to simply watch them play the game, without speaking to them at all, and see what frustrates them, what confuses them, what they enjoy, and so on.

      Are emotions visible and obvious without speaking to players? What about seeing a player going over one part of a map again and again tells you it's 'frustrating' or 'enjoyable' for them? Did you mean physically sitting next to them, because the article is about predicting in-game actions.

      --
      tomorrow who's gonna fuss
    10. Re:User feedback is overrated by webdog314 · · Score: 1

      MMO's like WoW are constantly at odds with themselves. They want the world to be "dynamic" and changing based on the user's decisions, but they can't just make everything happen at random. There is always a *story* that must be followed. They want the game to be challenging, but ultimately the point is to sell subscriptions and make money, which means the game has to be 'simple' enough for the lowest common denominator. Players who constantly get their asses handed to them are likely to leave. Winning is fun. Losing sucks. My four year old daughter can walk through WoW and end up with a level 85 character. Where's the skill? Playing at level 5 is just as "hard" as playing at level 85, you just have more colorful gear.

      Personally, I'd like to see more *consequence* in games like WoW. They're not going to be able to break with the "go out and kill X number of Y" type quests, but it would be cool if in doing so, you became more and more "known" to various intelligent groups of beings. If you picked on the ogres too much, they would start anticipating your arrival, or use group tactics to squash you. It would make you think twice about simply questing through the game in a predetermined manner. It's still "fair" because it's entirely based on your own decisions about things. They have "reputation", but other than making someone an enemy, there are no other consequences. Who cares if they hate you... you were going to kill them all anyway.

    11. Re:User feedback is overrated by blahplusplus · · Score: 1

      "Asking users what they think is generally a bad approach to game development."

      If the game industry of the last 10 years is anything to go by they need a lot more feedback. I think what you meant to say was - most feedback isn't very useful but that that top 10-20% of feedback is golden. What game developers really need is feedback from people who have a good skills articulating what is good/bad with the game.

      Feedback is good, the problem is getting quality feedback is hard. If you think the game industry needs LESS feedback Just look at all the shooters compared to other genre's. Not to mention many first party franchises on all platforms are start showing weakness in their designs which can only be exposed through criticism.

    12. Re:User feedback is overrated by TheLink · · Score: 1

      A good number of them will go through 90% of all available achievements just because they are there to go through.

      Is the title for completing 100% of all achievements called "Mom! Bathroom!"?

      http://www.youtube.com/watch?v=ffjBxA-cnbM

      http://www.southparkstudios.com/full-episodes/s10e08-make-love-not-warcraft

      --
  3. The most boring life... by c0lo · · Score: 2
    ... to be granted with all you wish for.

    How long 'til what I wanted yesterday no longer represent an interest today?

    --
    Questions raise, answers kill. Raise questions to stay alive.
    1. Re:The most boring life... by alostpacket · · Score: 2

      How long 'til what I wanted yesterday no longer represent an interest today?

      Uh, one day? :)

      --
      PocketPermissions Android Permission Guide
  4. Anyone else? by mustPushCart · · Score: 1

    Anyone else find tfa stupid?

    “For example,” Roberts says, “you could develop a program to steer players to relevant content. Because it is a data-driven modeling approach, it could be done on a grand scale with minimum input from game designers.”

    They are saying this as if game designers regularly sit on servers telling users where to go, they are also implying the game will suggest where the players will 'go'. I dont see how this is related in anyway to developing new mmo content.

    One interesting element of these findings is that the achievements that are highly correlated – or part of the same clique – do not necessarily have any obvious connection. For example, an achievement dealing with a character’s prowess in unarmed combat is highly correlated to the achievement badge associated with world travel – even though there is no clear link between the two badges to the outside observer.

    Here they admit some correlations dont make sense so all they are saying is these achievements seem to be done by users together. Is this what passes for a 'new technique' and 'research' now? it looks like something from steam stats could do pretty much all of this

    1. Re:Anyone else? by tragedy · · Score: 1

      Hey! Listen! Listen! Hey! Link! Listen! Listen! Hey!

    2. Re:Anyone else? by Grygus · · Score: 1

      They are saying this as if game designers regularly sit on servers telling users where to go, they are also implying the game will suggest where the players will 'go'. I dont see how this is related in anyway to developing new mmo content.

      Perhaps I am misunderstanding you, but modern MMOs commonly do indeed tell the player where to go next. Between quest trackers and breadcrumb quests, it is unusual in any MMO these days to be standing in a field with no overt guidance.

    3. Re:Anyone else? by Jaruzel · · Score: 1

      The veritable Mr Bartle discussed this a short while ago: http://www.youhaventlived.com/qblog/2009/QBlog170509A.html

      -Jar

      --
      Together, We Can Make Slashdot Better. I Do NOT Mod ACs. - Check Me Out
    4. Re:Anyone else? by myowntrueself · · Score: 1

      Actually I was just looking at that pair of correlated achievements (unarmed combat and exploration) in the article.

      And I know exactly why they are correlated; because only people who make a point of collecting achievements will do them.

      Noone in WoW goes around hitting things with no weapon equipped unless they are going for that achievement.

      Noone in WoW will completely explore every zone in the game unless they are going for that achievement.

      Someone who does either of these is highly likely to be AN ACHIEVEMENT FETISHIST and will likely get BOTH.

      Thats the correlation right there.

      --
      In the free world the media isn't government run; the government is media run.
    5. Re:Anyone else? by Oligonicella · · Score: 1

      I do image Mr Bartle was very much himself, yes.

    6. Re:Anyone else? by Bitmanhome · · Score: 1

      No, not stupid at all. Remember, when they say "content," they mean advertising and premium paid content. A MMORPG is about making money, so once a player has joined, the question becomes where to put the toll gates to maximize income and minimize player loss.

      --
      Not that this wasn't entirely predictable.
    7. Re:Anyone else? by Jaruzel · · Score: 1

      Hmm quite. Venerable was the word I was going for. FAIL on my part...

      --
      Together, We Can Make Slashdot Better. I Do NOT Mod ACs. - Check Me Out
  5. or let them fire developers by decora · · Score: 1

    'congrats boss, we just figured out a way to eliminate another bunch of labor costs'

    "great! if only henry ford could see me"

    'actually, i think henry ford raised all of his people, even the janitors, to something like 5 times the going wage'

    "oh. i never liked him anyway, he was a nazi."

  6. "no clear link" ? by Ixokai · · Score: 2

    "For example, an achievement dealing with a character’s prowess in unarmed combat is highly correlated to the achievement badge associated with world travel – even though there is no clear link between the two badges to the outside observer."

    Am I the only one who sees a really clear link between those two things? I did both back when I played wow -- for the same reason. I was achievement farming, for no real reason except it was something to pass the time doing waiting for a raid or PVP queue to pop.

    Neither are things I ever even would have thought to bother with, except suddenly they presented a checklist of Things To Do, so I went and mindlessly did them.

    I don't play WoW anymore, but back when I was -- I have a pretty clear memory of my guildies, and I swear, everyone who would have gone and gotten one of those were the people who I bet went and got the other, later. They weren't, of course, the sane* people who mostly ignored ToDo List of Boredom (except the raid ones, because you got a kickass mount out of it).

    * no I wasn't sane.

    1. Re:"no clear link" ? by Bieeanda · · Score: 1
      No, you're not the only one. I was thinking the same thing, because I did the same damn thing. Using achievements as a metric like that is silly, because it's self-skewing. How many players would go out of their way to perform literally thousands of quests if there weren't a shiny badge (well, tabard) waiting for them at the end?

      Someone else in the thread pointed out that user experience questionnaires are seldom written by professional pollsters and usually loaded with leading questions. Achievements are themselves the equivalent of such questions-- nobody seriously thinks 'Hey, it'd be cool to grind this useless combat skill by punching fruitlessly at things for a couple of hours' or 'It would be totally cool to go to Wowhead and look up all of the Outland cooking recipes, pray that they drop during the daily quest that I've long since outleveled, and cook each one of them just to say that I did'.

    2. Re:"no clear link" ? by Arivia · · Score: 1

      Evidently you never rolled a rogue or shaman, since Fist Weapons used Unarmed weapon skill.

      --
      The role of the writer is not to say what we can all say, but what we are unable to say. -Anais Nin
  7. Did they even ask? by CTachyon · · Score: 1

    One interesting element of these findings is that the achievements that are highly correlated – or part of the same clique – do not necessarily have any obvious connection. For example, an achievement dealing with a character’s prowess in unarmed combat is highly correlated to the achievement badge associated with world travel – even though there is no clear link between the two badges to the outside observer.

    Really, no clear link? Did they even ask one player? These are both low-hanging fruit for the solo completionist. In particular, I suspect that north of 90% of players with the 400 unarmed weapon skill achievement will have World Explorer, although the relationship will be lower in the reverse direction — the former is a bit more of a time investment, and much more boring and tedious (Blizzard removed weapon skills for a reason), whereas World Explorer is something that can be knocked out by an hour-a-day casual player in two weeks with no problem. Since World Explorer can easily be teamed up with book collecting, critter /love-ing, the zone and continent quest completions, and Loremaster, I suspect those all form a single clique of solo completionist achievements, with some sub-cliques that are a bit more accessible to the casual player.

    --
    Range Voting: preference intensity matters
    1. Re:Did they even ask? by Sierra+Charlie · · Score: 1

      Really, no clear link? Did they even ask one player? These are both low-hanging fruit for the solo completionist.

      This is also why the "automated suggestions" they propose would be laughable.

      "We noticed your mage spent countless hours walking to every corner of the world, to get a badge that no-one is impressed by and which does not impact gameplay. Perhaps you would enjoy spending countless hours looking for low-level mobs to punch?"

  8. Eliminate Players by GeekDork · · Score: 3, Interesting

    Really, the most annoying part of a mumorpuger is the "community" that forms like an accretion disk around the game itself, usually a bunch of pushy whining kids who won't ever be satisfied, will always feel underpowered with their favourite in-game character, and threaten to leave to other games for years instead of packing up and leaving.

    If there was a technology to eliminate actual players from those games, it would improve the communities a lot. We are finally getting closer to a point where it becomes possible. Exciting times.

    --

    Fight hunger. Filet a politician and send him to a 3rd world country of your choice.

  9. Re:New Technique To Help Develop MMORPG Content by Jaruzel · · Score: 1

    Time for /. to allow those with Excellent Karma to report spam-dudes like this.

    --
    Together, We Can Make Slashdot Better. I Do NOT Mod ACs. - Check Me Out
  10. Subscription MMO's by contenderX · · Score: 1

    This platform is flawed. MMO companies care more that you stay subscribed than anything else, and it does ugly things to gameplay.

  11. Well ... by lennier1 · · Score: 1

    How about finally moving past the usual crap of "travel to location X, kill as many monsters of type Y until you've collected Z items of the specified type"???

    1. Re:Well ... by Requiem18th · · Score: 2

      If only it didn't map so well to real life...
      ITT: Goto X to kill Ys to collect Zs.

      - Get to the office to kill hours of your life hunting bugs.

      --
      But... the future refused to change.
  12. Predictive by alphatel · · Score: 2

    Since a fair portion of all players are bots, what will the pattern show?
    Players have a desire to perform repetitive tasks 24 hours a day, 7 days a week.
    Players seem to enjoy movement in a cross-stitch pattern, picking herbs, mining, and skinning hides
    Players are more predictable than the predictive model predicts.

    --
    When the foot seeks the place of the head, the line is crossed. Know your place. Keep your place. Be a shoe.
  13. Bad game design means the "content" doesn't matter by Targon · · Score: 2

    When you design a game with stats and grinding as the key to keeping players going, that is when developers get locked into needing new content to keep the players interested. Many single player games have a fairly large world, but because everything is STATIC, and does not really change, other than introducing new NPCs or doing the occasional update, you end up with a pretty boring game WORLD, where expanding on the world is the source of keeping things interesting.

    If the game world were more dynamic, with a true economy and world that evolves over time, where NPC thieves look around the game world for things to steal, or just to survive, and where all NPCs actually live their lives, with or without player involvement, THEN you get a more interesting environment. Humans that are monitoring the world so that players can't "game the system" would of course be needed, but AI needs to become the center of a solid MMO, and letting the world evolve.

    If you play a character, and you travel to a town, every NPC would have a history and story that has evolved from interaction with other NPCs as well as interaction with the players. Once you get THAT sort of situation down, the game world itself provides the changes to content, and developers can focus on larger events, such as earthquakes, floods, or other natural disasters. Underground cave complexes could open up to add more monsters to the world, but in general, people should find entertainment just in wandering and exploring the world, because it SHOULD be large enough where it would take players a long time just to go from one end of the world to the others.

  14. Feedback Is For Sissies by umbrellasd · · Score: 3, Insightful

    Incorporating feedback is the death of creativity. The uniqueness of the artist's perspective and expression is greatness. The ability to produce what other's want isn't art; it's business. This trend of monitoring user behavior is nothing more than marketing to maximize profit. The singularly amazing game experiences will always be the uncompromising vision of those with the courage to make a statement and public opinion be damned. Giving people what they want is foolish. Giving people what they need is wise. Knowing the difference is genius. I'd have to say Blizzard's work is the epitome of this problem. Deplorably average in every way and catering to the profit line without taking risks; watered down, derivative (a hodge-podge of cultural homages and recycled tripe--Warcraft I, II, III, etc.)

    Fuck that.

    1. Re:Feedback Is For Sissies by Anonymous Coward · · Score: 1

      Incorporating feedback is the death of creativity.

      I suppose that's why all the really great writers don't listen to editors, and all the really great scientists ignore peer review. Obviously, unbounded chaos is the epitome of creativity!

      Oh, wait...

      Incorporating feedback intelligently is the soul of creativity

      FTFY

    2. Re:Feedback Is For Sissies by Ol+Olsoc · · Score: 1
      Allow me to give another example of that. On television series, there is usually a sexual tension between the main characters. Usually there is a lot of viewer feedback to have the characters become romantically involved. A lot of pressure, enough that the writers end up doing just that.

      Then as soon as the two hop between the sheets, the show is ruined, and not long for the airwaves.

      --
      The shepherds did so well protecting the flock that the sheep no longer believed that wolves existed.
  15. Re:Bad game design means the "content" doesn't mat by sandytaru · · Score: 1

    Square Enix actually got this right with their older MMO, Final Fantasy XI. The NPCs are generally not only quest givers, but appear in cutscenes and have evolving lives and storylines of their own, from the smallest child to the kings and leaders of nations. Battlefield content is driven by the storylines, and once you have completed an expansion's overall story, most of the NPCs in the town treat you different (usually with more respect.)

    The article's methodology also doesn't accurately differentiate between content players actually want to do, and content they feel forced to do in order to advance. There's nothing more any player hates than a "sticking point" that interrupts their plans, such as a mission that is hard to defeat without specific classes or a really tricky strategy, and yet these are exactly the sort of road blocks developers put in all the time, thinking they are being clever.

    --
    Occasionally living proof of the Ballmer peak.
  16. Clippy The Barbarian by Anonymous Coward · · Score: 1

    I see you want to play a game! Would you like to:

    - Earn achievments?
    - Kill some not-too-hard enemies?
    - Enjoy a cutscene with scantily-clad ladies?
    - Mine gold?

  17. Oh, we've had this for years by Anubis+IV · · Score: 1

    What type of gamer are you? It already figures out what sorts of gameplay people enjoy, and based on anecdotal feedback, most people seem to agree it's relatively accurate.

  18. Wow by Tuan121 · · Score: 1

    From the article it sounds like they figured out that people who liked getting achievements were more likely to get more achievements even if the achievements were not related to one another.... SHOCKER.

  19. Achievements by Phrogman · · Score: 1

    There are of course an endless variety of reasons why people play MMORPGs and what they are interested in doing while there. I know a lot of people who deliberately chose to rack up all the badges they could in various MMORPGs because they are completionist types when playing. Does it make any sense to me? Not at all, but that doesn't mean it doesn't appeal to a segment of the population. I think its a mistake to assume that no one enjoys that sort of thing just because you and your friends in the game do not.
    Take PvP for instance. In every MMORPG I have played, the PvP oriented segment of the population was the most vocal, the most demanding and the least open to the suggestion that other players might not enjoy PvP. PvPers are usually a small segment of the overall population in most MMOs. Players who enjoy PvE are usually the vast majority, but they are also the least likely to speak up about the game on forums, etc. I do a bit of both, but tend to spend more time engaged in PvE activities.
    Likewise, for some players MMOs are nothing more than a giant chat client with activities you can do while chatting.
    A software driven approach to producing game expansions is doomed to failure though. The moment players figure out a game is employing that sort of mechanic, they will try to game it to direct the game in the way that *they* want, regardless of what might be good for the game.
    The only approach that will work for an MMORPG in my opinion is one that is player driven directly - i.e. the players produce the content. EVE Online for instance seems to have the right idea. I haven't played it (I am not into spreadsheets that heavily) but it has a loyal following, seems to get people very involved, and seems to dynamically change based on the actions of the large corporations (guilds).
    Any other approach means hours of developer work to produce X amount of gameplay that players will burn through in far less time than was invested in it. For instance, if you add a new class to any given MMO, how many hours will it take before someone with no life has leveled it to max? By comparison how many hours did it take to develop and test that class?

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  20. MRPG by AP31R0N · · Score: 1

    It's time to embrace the somewhat shorter abbreviation MRPG. Massive Role Playing Game. If it is massive, it is multi. If it is massive, it is online. The second M and the O are redundant.

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!