[MUD-Dev2] [Design] 4Cs (was Who to design for?)

Dana V. Baldwin dbaldwin at playnet.com
Tue May 29 12:31:20 CEST 2007


Sean Howard wrote:
> "Peter Keeler" <scion at divineright.org> wrote:
>  
>> Mike was right to add this category because if an MMO supported the more
>> twitchy FPS style of gameplay, then folks like me who like that enjoy
>> that style of gameplay would play the game.
>>    
>
> Really? I'm not really seeing people flocking to PlanetSide, Auto Assault,
> or Dungeons and Dragons Online - and let's not ignore the overwhelming
> success that was Star Wars Galaxies' attempt at twitch combat. MMOG
> preferences skew entirely towards a lack of twitch.
>

I'll be the first to admit that MMOFPS games have not yet been
successful. However, the concepts behind a virtual world are very
appealing to the FPS crowd. Quests and missions, the ability to grow
your character and to feel active in a large world are equally as
compelling to the "point and click" crowd as they are to the "que up
animations" crowd.

MMO preferences are largely based on what is offered. Server
adjudication of qued events are hella easier to do than an FPS game, so
that's what gets made. That will change over time. FPS games are an
insanely popular genre, arguably the most popular, and companies will
learn to chase that demographic.



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