[MUD-Dev] When will new MMORPGs that are coming out get original with the gameplay?
hart.s at comcast.net
hart.s at comcast.net
Fri Jul 18 20:53:14 CEST 2003
[Matt Mihaly]
> [Daniel James]
>> [Sasha Hart]
>>> To someone who is deciding whether or not to risk their
>>> financial livelihood, do you think it is 'practical' to put all
>>> of your eggs into a basket which is only not decisively
>>> demonstrated inferior?
>> Well, yes, I do. I have (bet the farm, Moo) -- I believe that I
>> mentioned this in a recent de-lurking. For a small company it is
>> much more practical to avoid competing in the same expensive race
>> as everyone else. I don't know if we can be labelled as
>> 'financially conservative', although we sure are cheap.
> I think Dan has a point here. We've always tried to take a
> different tact towards game design specifically to be
> different. Difference can create a niche. It's not going to power
> a mass market game barring the rare huge hit, but it can work for
> smaller games. There's a huge audience out there and its got some
> pretty diverse tastes even if huge portions of it gravitate to the
> same type of game.
I don't know what I've been taken to say, but I will try to make it
super clear in this post.
Here is the setup.
1. In a high-risk situation in which the conditions of success are
poorly understood, there are few moves which are as heuristically
safe as something which worked before.
2. The argument "You never know, maybe it could work" is rational
and defensible. However, taking it as advice is at least mildly
braindead, and being skeptical short of any evidence is rational
and defensible given that things are as described in (1). I
believe that Dave Kennerly et al. (to once again unfairly pick out
Dave) claimed this and that the claim is credible.
Here is the point, in a nutshell:
3. If the genre is in a stagnant and incestuous state, developers
are nonetheless not responsible for failing to accept advice that
looks bad on a rational and defensible basis.
-- AND --
4. Neither are players especially responsible for not changing
this, minimally because of a lot of boring stuff I argued could
make players' tastes ineffective in stirring things up even if
that is precisely what they would like. The same rational,
defensible skepticism is a force which makes it more difficult for
the market to break out of local optima, and so the process can
get stuck even if everyone has the best intentions as long as
these conditions obtain, and assuming my reasoning is not out of
whack, etc.
I haven't myself been shy to argue that lower costs and lower risks
encourage exploration. I always thought this, and have always been
most interested in new and unusual ideas. It is a lot of why I keep
up on the list.
Here is my best shot at giving possible responses to what I was
arguing, which may also clarify further what I thought I was arguing
(provided nothing else has.)
1. The situation isn't high risk, success conditions are well
enough understood (at least enough to do some thing in
particular), or some other move is (whether intuitively or not)
just as safe as, or more safe than, cloning. All possible, but to
be argued in detail.
2. People should take heavy risks on the basis that it might
work. Of course, I will never argue that you are not entitled to
take any risks for yourself that you like, but if you are taking
such risks don't expect me to accept that as an argument for why
it is rational. I don't see this going anywhere, if someone claims
this then it will just be a parting of ways.
3. The genre discussed, whichever it is, isn't (too) clone-ridden,
so there's no problem. I've left this open, though I almost always
imply that more original stuff is going on in genres which get
less airtime (like text or free.) Dave has said that he thinks
there is plenty of originality, even if it's not in his view
really being 'voted for" (presumably, promoted to the league of EQ
DAOC or whatever list you think is being talked about, since I
have completely lost track of what kind of game, how many players,
how many servers, how many employees, how much buzz or name
recognition, how much money earned or spent is 'in' to talk
about.) I have taken up the topic and talked as if this were the
case, when the reality is specific to what kinds of games you are
talking about and probably only moderately stuck in the worst
cases, with lots of people happy to try their ideas even at
moderate risk. So I think the very original post asking when it
was going to get original is probably the most extreme position on
this, and most positions have been canvassed one way or another.
4. You think that players are responsible for stagnation for some
reason - either invoking some other kind of responsibility (e.g.,
it is really their fault since they shouldn't buy anything until
it is exactly what they want, no confusing satisficing; or,
implied, quit complaining about how unoriginal it all is) or
questioning that any interference is taking place/is relevant and
asserting that players have a clear choice of originality unbiased
by other variables like freedom from the various kinds of awful
problems that attend so many of these giant commercial projects,
even the very successful ones.
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list