<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: WAR Wars</title>
	<atom:link href="http://www.rockpapershotgun.com/2008/06/26/war-wars/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/</link>
	<description></description>
	<lastBuildDate>Mon, 13 Feb 2012 10:59:27 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: WhiteRabbit</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62347</link>
		<dc:creator>WhiteRabbit</dc:creator>
		<pubDate>Sat, 28 Jun 2008 02:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62347</guid>
		<description>I understand a guy has his own opinions . . . true he probably should have snapped that quickly about warhammer online.  I am way excited for the game to come out.

I think what made WoW so successful was the series of games that led up to it.  It had a story.  Yeah, it ripped a lot off Warhammer in the beginning, that&#039;s why they are so similar in looks and style.  Warhammer has a long, rich storyline; it&#039;s been around for 25 years.  Is Warhammer online going to change the face of MMOs?  Who knows.  They are adding a lot of stuff to the game to make it much more fun than WoW, and future MMOs would be smart to look at it and implement their ideas into their games.

You can&#039;t expect the original to be much different then its ripoff, so WAR won&#039;t be much different than WoW.  But in the ways that it is different, it truly shines.  WoW players will feel comfortable with it and like it much more than WoW.</description>
		<content:encoded><![CDATA[<p>I understand a guy has his own opinions . . . true he probably should have snapped that quickly about warhammer online.  I am way excited for the game to come out.</p>
<p>I think what made WoW so successful was the series of games that led up to it.  It had a story.  Yeah, it ripped a lot off Warhammer in the beginning, that&#8217;s why they are so similar in looks and style.  Warhammer has a long, rich storyline; it&#8217;s been around for 25 years.  Is Warhammer online going to change the face of MMOs?  Who knows.  They are adding a lot of stuff to the game to make it much more fun than WoW, and future MMOs would be smart to look at it and implement their ideas into their games.</p>
<p>You can&#8217;t expect the original to be much different then its ripoff, so WAR won&#8217;t be much different than WoW.  But in the ways that it is different, it truly shines.  WoW players will feel comfortable with it and like it much more than WoW.
<p class="report-comment">
				<span id="reportcomment_results_div_62347"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62347 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62347"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Redd</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62300</link>
		<dc:creator>Redd</dc:creator>
		<pubDate>Fri, 27 Jun 2008 20:20:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62300</guid>
		<description>&quot;I’m not convinced that’s really what he meant in his original statement&quot;

Then you&#039;re not as involved with the subjects as you might think.  That&#039;s what I took from his comment on first reading as it&#039;s what I&#039;ve always thought myself... and I&#039;m glad he clarified it for people who don&#039;t have the history to see the connection, as they&#039;ll be in the vast majority.  A similar comment could have been made regarding Chaos League and Blood Bowl...</description>
		<content:encoded><![CDATA[<p>&#8220;I’m not convinced that’s really what he meant in his original statement&#8221;</p>
<p>Then you&#8217;re not as involved with the subjects as you might think.  That&#8217;s what I took from his comment on first reading as it&#8217;s what I&#8217;ve always thought myself&#8230; and I&#8217;m glad he clarified it for people who don&#8217;t have the history to see the connection, as they&#8217;ll be in the vast majority.  A similar comment could have been made regarding Chaos League and Blood Bowl&#8230;
<p class="report-comment">
				<span id="reportcomment_results_div_62300"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62300 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62300"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dinger</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62155</link>
		<dc:creator>Dinger</dc:creator>
		<pubDate>Fri, 27 Jun 2008 11:26:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62155</guid>
		<description>My point (and I believe Aristotle&#039;s) was to motivations, not methodology. And Aristotle&#039;s trying to prove that we have an innate drive to understand, independent of serving any of our other wants or needs. His proof is that the idle rich (at least some of them), who have all they need to live well, seek this understanding; so humans strive for something beyond biological and even social well-being. This apparent useleness is what makes it &quot;idle.&quot; Whatever you think of the proof, the underlying notion is that we have a drive to pick things apart and understand them. This relates to games, since games function in part from this fundamental desire to know (the other part is the various manifestations of humans being social animals, but one Aristotelian incipit at a time...): games present us with a terrain to be known: rules, operations, spaces, and the wonder that makes us seek out that terrain. From combat rules and virtual landscapes to scripts, bugs and the underlying philosophy of the game (Oh my God, did they _really_ break up missions into &quot;collector/killer/socializer/puzzler&quot; categories?) -- it&#039;s all there to be discovered, and no part is left hidden from gamers. That&#039;s where Herr Scheisse&#039;s distinction between philosophical building up and scientific execution (or Aristotle&#039;s between &lt;i&gt;nous&lt;/i&gt; and &lt;i&gt;episteme&lt;/i&gt;, for that matter) comes in: the wonder leads us to the science, but the scientific execution follows an entirely different set of rules.

But, and this is where I think Herr Scheisse&#039;s point intersects with mine, Aristotle said &quot;All men &lt;i&gt;by nature&lt;/i&gt; desire to know.&quot; That doesn&#039;t mean they &lt;i&gt;do&lt;/i&gt;. The paradigmatic rules are there, but they&#039;re not always seen or questioned, nor do people always do their job. When you see a game and already know how it works, it doesn&#039;t cause much wonder, and we let the air horn gather dust in the garage.
That&#039;s true for designers as well as gamers.</description>
		<content:encoded><![CDATA[<p>My point (and I believe Aristotle&#8217;s) was to motivations, not methodology. And Aristotle&#8217;s trying to prove that we have an innate drive to understand, independent of serving any of our other wants or needs. His proof is that the idle rich (at least some of them), who have all they need to live well, seek this understanding; so humans strive for something beyond biological and even social well-being. This apparent useleness is what makes it &#8220;idle.&#8221; Whatever you think of the proof, the underlying notion is that we have a drive to pick things apart and understand them. This relates to games, since games function in part from this fundamental desire to know (the other part is the various manifestations of humans being social animals, but one Aristotelian incipit at a time&#8230;): games present us with a terrain to be known: rules, operations, spaces, and the wonder that makes us seek out that terrain. From combat rules and virtual landscapes to scripts, bugs and the underlying philosophy of the game (Oh my God, did they _really_ break up missions into &#8220;collector/killer/socializer/puzzler&#8221; categories?) &#8212; it&#8217;s all there to be discovered, and no part is left hidden from gamers. That&#8217;s where Herr Scheisse&#8217;s distinction between philosophical building up and scientific execution (or Aristotle&#8217;s between <i>nous</i> and <i>episteme</i>, for that matter) comes in: the wonder leads us to the science, but the scientific execution follows an entirely different set of rules.</p>
<p>But, and this is where I think Herr Scheisse&#8217;s point intersects with mine, Aristotle said &#8220;All men <i>by nature</i> desire to know.&#8221; That doesn&#8217;t mean they <i>do</i>. The paradigmatic rules are there, but they&#8217;re not always seen or questioned, nor do people always do their job. When you see a game and already know how it works, it doesn&#8217;t cause much wonder, and we let the air horn gather dust in the garage.<br />
That&#8217;s true for designers as well as gamers.
<p class="report-comment">
				<span id="reportcomment_results_div_62155"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62155 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62155"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jochen Scheisse</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62136</link>
		<dc:creator>Jochen Scheisse</dc:creator>
		<pubDate>Fri, 27 Jun 2008 10:33:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62136</guid>
		<description>Let me answer with what Popper states in the preface to the first edition of &quot;The Logic Of Scientific Discovery&quot;:

&lt;blockquote cite&gt;A scientist engaged in a piece of research, say in physics, can attack his problem straight away. He can go at once to the heart of the matter: to the heart, that is, of an organized structure. For a structure of scientific doctrines is already in existence; and with it, a generally accepted problem-situation; This is why he may leave it to others to fit his contribution into the framework of scientific knowledge. 
The philosopher finds himself in a different position. He does not face an organized structure, but rather something resembling a heap of ruins (though perhaps with treasure buried underneath). He cannot appeal to the fact that there is a generally accepted problem-situation; for that there is no such thing is perhaps the one fact which is generally accepted. Indeed it has by now become a recurrent question in philosophical circles whether philosophy will ever get so far as to pose a genuine problem.[...]&lt;/blockquote&gt;

Not in all fields does scientific discovery come from idle wonder alone, and the understanding of parts in respect to its place in a bigger frame is the reason why aquiring an insight into the field will change your perspective. And I would argue that while the choice of the general building blocks of a game is somewhat philosophical, the actual execution of the game&#039;s mechanics are a somewhat more closed field where reference to accepted paradigms is common and useful. Of course, there are always new paradigms waiting to be used for gaining a deeper understanding, and what Bartle critizised here was that WAR laid back and tuned the mechanics instead of introducing those.</description>
		<content:encoded><![CDATA[<p>Let me answer with what Popper states in the preface to the first edition of &#8220;The Logic Of Scientific Discovery&#8221;:</p>
<blockquote cite><p>A scientist engaged in a piece of research, say in physics, can attack his problem straight away. He can go at once to the heart of the matter: to the heart, that is, of an organized structure. For a structure of scientific doctrines is already in existence; and with it, a generally accepted problem-situation; This is why he may leave it to others to fit his contribution into the framework of scientific knowledge.<br />
The philosopher finds himself in a different position. He does not face an organized structure, but rather something resembling a heap of ruins (though perhaps with treasure buried underneath). He cannot appeal to the fact that there is a generally accepted problem-situation; for that there is no such thing is perhaps the one fact which is generally accepted. Indeed it has by now become a recurrent question in philosophical circles whether philosophy will ever get so far as to pose a genuine problem.[...]</p></blockquote>
<p>Not in all fields does scientific discovery come from idle wonder alone, and the understanding of parts in respect to its place in a bigger frame is the reason why aquiring an insight into the field will change your perspective. And I would argue that while the choice of the general building blocks of a game is somewhat philosophical, the actual execution of the game&#8217;s mechanics are a somewhat more closed field where reference to accepted paradigms is common and useful. Of course, there are always new paradigms waiting to be used for gaining a deeper understanding, and what Bartle critizised here was that WAR laid back and tuned the mechanics instead of introducing those.
<p class="report-comment">
				<span id="reportcomment_results_div_62136"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62136 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62136"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dinger</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62111</link>
		<dc:creator>Dinger</dc:creator>
		<pubDate>Fri, 27 Jun 2008 09:17:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62111</guid>
		<description>Please everyone, let&#039;s keep our telescopes in our pants.
As a professional intellectual historian with (further pompous blather redacted), I must object to Mr. Bartle&#039;s fundamentally wrong understanding of Bertolt Brecht, to say nothing about poor Aristotle. 
It&#039;s all the more rich, since a large part of Aristotle&#039;s project was specifying and clarifying the terminology used to describe the universe, and not even a self-inflated windbag like Galileo, who similarly asserted he had the absolute truth (and his cosmology is also seriously wrong, from our point of view) without ever bothering to construct a decent proof, could resign himself to parting with the terminology of the Philosopher (in the Latin translation). Of course, Aristotle just didn&#039;t talk about write a book; he developed the system -- he taught it.
Anyway, douchebags don&#039;t radiate; they pop.

Now that we&#039;ve got this out of the way, consider the passage in dispute:

&lt;blockquote&gt;I&#039;ve already played Warhammer. It was called World of Warcraft. Age of Conan – that&#039;s PVP. Wow, gosh, PVP – it&#039;s pretty hardcore, PVP, isn&#039;t it? No. When you played [older MUDs] you got killed after three months of playing, your character was gone. Yeah, hardcore PVP – yeah, we&#039;re hard, aren&#039;t we? We&#039;re evil. No. You don&#039;t know anything. I might have a look at it from a point of view of seeing what things – the class balances are like, seeing how they&#039;ve implemented the –  But there are a number of things you can do with player versus player, and I want to see the way they&#039;ve done it not because whether it&#039;s cool or not but because of you chose that way. Now, why did you choose that way?&lt;/blockquote&gt;

That&#039;s a pretty intense stream there to dissect -- wonder condescends to spittle and precipitates anacoloutha. You&#039;d really need to see and hear it to figure out if Mr. Bartle is shifting targets between the unwashed masses, ignorant developers and Blizzard&#039;s cloud of unknowing, or if he&#039;s just unloading on one particular target.

What&#039;s objectionable is the implication that design is esoteric and completely separable from appreciation. It isn&#039;t. Design is invisible to most game players, but simply because they don&#039;t start to reflect on it. When they do, their appreciation for the game increases. You don&#039;t need to be a designer to ask &quot;why does the auction house work that way?&quot;

Or, to quote the Philosopher, explaining how one arrives at scientific knowledge, and why wisdom is born of idle wonder:
&lt;i&gt;Metaphysics&lt;/i&gt; A:2 (982b11-27)
&lt;blockquote&gt;That it [wisdom] is not a science of production is clear even from the history of the earliest philosophers. For it is owing to their wonder that men both now begin and at first began to philosophize; they wondered originally at the obvious difficulties, then advanced little by little and stated difficulties about the greater matters, e.g. about the phenomena of the moon and those of the sun and of the stars, and about the genesis of the universe. And a man who is puzzled and wonders thinks himself ignorant (whence even the lover of myth is in a sense a lover of Wisdom, for the myth is composed of wonders); therefore since they philosophized order to escape from ignorance, evidently they were pursuing science in order to know, and not for any utilitarian end. And this is confirmed by the facts; for it was when almost all the necessities of life and the things that make for comfort and recreation had been secured, that such knowledge began to be sought. Evidently then we do not seek it for the sake of any other advantage; but as the man is free, we say, who exists for his own sake and not for another&#039;s, so we pursue this as the only free science, for it alone exists for its own sake.&lt;/blockquote&gt;

It&#039;s a natural impulse when playing a game, or watching a movie, to ask &quot;how does it work?&quot; And, some act on that inpulse and seek to find out. That I know something about photography, film editing and staging doesn&#039;t make me a filmmaker, but it helps me enjoy films. Likewise, that I know something about game design, and ask of a game many of the same design questions doesn&#039;t make me a designer.</description>
		<content:encoded><![CDATA[<p>Please everyone, let&#8217;s keep our telescopes in our pants.<br />
As a professional intellectual historian with (further pompous blather redacted), I must object to Mr. Bartle&#8217;s fundamentally wrong understanding of Bertolt Brecht, to say nothing about poor Aristotle.<br />
It&#8217;s all the more rich, since a large part of Aristotle&#8217;s project was specifying and clarifying the terminology used to describe the universe, and not even a self-inflated windbag like Galileo, who similarly asserted he had the absolute truth (and his cosmology is also seriously wrong, from our point of view) without ever bothering to construct a decent proof, could resign himself to parting with the terminology of the Philosopher (in the Latin translation). Of course, Aristotle just didn&#8217;t talk about write a book; he developed the system &#8212; he taught it.<br />
Anyway, douchebags don&#8217;t radiate; they pop.</p>
<p>Now that we&#8217;ve got this out of the way, consider the passage in dispute:</p>
<blockquote><p>I&#8217;ve already played Warhammer. It was called World of Warcraft. Age of Conan – that&#8217;s PVP. Wow, gosh, PVP – it&#8217;s pretty hardcore, PVP, isn&#8217;t it? No. When you played [older MUDs] you got killed after three months of playing, your character was gone. Yeah, hardcore PVP – yeah, we&#8217;re hard, aren&#8217;t we? We&#8217;re evil. No. You don&#8217;t know anything. I might have a look at it from a point of view of seeing what things – the class balances are like, seeing how they&#8217;ve implemented the –  But there are a number of things you can do with player versus player, and I want to see the way they&#8217;ve done it not because whether it&#8217;s cool or not but because of you chose that way. Now, why did you choose that way?</p></blockquote>
<p>That&#8217;s a pretty intense stream there to dissect &#8212; wonder condescends to spittle and precipitates anacoloutha. You&#8217;d really need to see and hear it to figure out if Mr. Bartle is shifting targets between the unwashed masses, ignorant developers and Blizzard&#8217;s cloud of unknowing, or if he&#8217;s just unloading on one particular target.</p>
<p>What&#8217;s objectionable is the implication that design is esoteric and completely separable from appreciation. It isn&#8217;t. Design is invisible to most game players, but simply because they don&#8217;t start to reflect on it. When they do, their appreciation for the game increases. You don&#8217;t need to be a designer to ask &#8220;why does the auction house work that way?&#8221;</p>
<p>Or, to quote the Philosopher, explaining how one arrives at scientific knowledge, and why wisdom is born of idle wonder:<br />
<i>Metaphysics</i> A:2 (982b11-27)</p>
<blockquote><p>That it [wisdom] is not a science of production is clear even from the history of the earliest philosophers. For it is owing to their wonder that men both now begin and at first began to philosophize; they wondered originally at the obvious difficulties, then advanced little by little and stated difficulties about the greater matters, e.g. about the phenomena of the moon and those of the sun and of the stars, and about the genesis of the universe. And a man who is puzzled and wonders thinks himself ignorant (whence even the lover of myth is in a sense a lover of Wisdom, for the myth is composed of wonders); therefore since they philosophized order to escape from ignorance, evidently they were pursuing science in order to know, and not for any utilitarian end. And this is confirmed by the facts; for it was when almost all the necessities of life and the things that make for comfort and recreation had been secured, that such knowledge began to be sought. Evidently then we do not seek it for the sake of any other advantage; but as the man is free, we say, who exists for his own sake and not for another&#8217;s, so we pursue this as the only free science, for it alone exists for its own sake.</p></blockquote>
<p>It&#8217;s a natural impulse when playing a game, or watching a movie, to ask &#8220;how does it work?&#8221; And, some act on that inpulse and seek to find out. That I know something about photography, film editing and staging doesn&#8217;t make me a filmmaker, but it helps me enjoy films. Likewise, that I know something about game design, and ask of a game many of the same design questions doesn&#8217;t make me a designer.
<p class="report-comment">
				<span id="reportcomment_results_div_62111"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62111 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62111"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jochen Scheisse</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62108</link>
		<dc:creator>Jochen Scheisse</dc:creator>
		<pubDate>Fri, 27 Jun 2008 08:56:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62108</guid>
		<description>I&#039;m not totally certain Versace never wore women&#039;s clothes, but apart from that...

Also, MAKE A WILD WEST MMORPG!!!1 DEADLANDS RPG MUST BE MMORPGIZED!!one</description>
		<content:encoded><![CDATA[<p>I&#8217;m not totally certain Versace never wore women&#8217;s clothes, but apart from that&#8230;</p>
<p>Also, MAKE A WILD WEST MMORPG!!!1 DEADLANDS RPG MUST BE MMORPGIZED!!one
<p class="report-comment">
				<span id="reportcomment_results_div_62108"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62108 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62108"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: davidAlpha</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62106</link>
		<dc:creator>davidAlpha</dc:creator>
		<pubDate>Fri, 27 Jun 2008 08:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62106</guid>
		<description>aah a man and his blog in love.</description>
		<content:encoded><![CDATA[<p>aah a man and his blog in love.
<p class="report-comment">
				<span id="reportcomment_results_div_62106"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62106 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62106"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jim Rossignol</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62103</link>
		<dc:creator>Jim Rossignol</dc:creator>
		<pubDate>Fri, 27 Jun 2008 08:31:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62103</guid>
		<description>I love this blog.</description>
		<content:encoded><![CDATA[<p>I love this blog.
<p class="report-comment">
				<span id="reportcomment_results_div_62103"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62103 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62103"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Richard Bartle</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62102</link>
		<dc:creator>Richard Bartle</dc:creator>
		<pubDate>Fri, 27 Jun 2008 08:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62102</guid>
		<description>Stella&gt;He must’ve said the equivalent of “You know, I’m a designer” about ten times in that interview.

That interview took place at a conference for developers of indie MMOs. I was there only &lt;i&gt;because&lt;/i&gt; I was a designer.

&gt;I think he sees himself as a French aristocrat circa 1785, throwing breadcrumbs of insight down to the unwashed masses of the gaming community.

Well, you can think whatever you like, but that&#039;s not how I see myself. I&#039;m more like Aristotle trying to get people to look through my telescope but doomed to spend the remainder of my days under house arrest by the Inquisition.

&gt;That’s like saying Versace doesn’t wear clothes

What? Gianni Versace designed clothes for women which he never wore and was never going to wear. If it&#039;s fine for him to do that, why isn&#039;t it fine for MMO designers to create MMOs that they&#039;re not going to play the same way as players?

&gt;The guy seems to radiate “self-important douchebag.”

Read what you wrote, and then consider what you yourself are &quot;radiating&quot;.

Richard</description>
		<content:encoded><![CDATA[<p>Stella&gt;He must’ve said the equivalent of “You know, I’m a designer” about ten times in that interview.</p>
<p>That interview took place at a conference for developers of indie MMOs. I was there only <i>because</i> I was a designer.</p>
<p>&gt;I think he sees himself as a French aristocrat circa 1785, throwing breadcrumbs of insight down to the unwashed masses of the gaming community.</p>
<p>Well, you can think whatever you like, but that&#8217;s not how I see myself. I&#8217;m more like Aristotle trying to get people to look through my telescope but doomed to spend the remainder of my days under house arrest by the Inquisition.</p>
<p>&gt;That’s like saying Versace doesn’t wear clothes</p>
<p>What? Gianni Versace designed clothes for women which he never wore and was never going to wear. If it&#8217;s fine for him to do that, why isn&#8217;t it fine for MMO designers to create MMOs that they&#8217;re not going to play the same way as players?</p>
<p>&gt;The guy seems to radiate “self-important douchebag.”</p>
<p>Read what you wrote, and then consider what you yourself are &#8220;radiating&#8221;.</p>
<p>Richard
<p class="report-comment">
				<span id="reportcomment_results_div_62102"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62102 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62102"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gored Mowed</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62060</link>
		<dc:creator>Gored Mowed</dc:creator>
		<pubDate>Fri, 27 Jun 2008 00:19:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62060</guid>
		<description>AEKS. I&#039;m such an achiever I got my letters in alphabetical order. Eat that suckers!
(yeah, 13% social, can you tell)

Waiting for someone to claim SEKSAE...</description>
		<content:encoded><![CDATA[<p>AEKS. I&#8217;m such an achiever I got my letters in alphabetical order. Eat that suckers!<br />
(yeah, 13% social, can you tell)</p>
<p>Waiting for someone to claim SEKSAE&#8230;
<p class="report-comment">
				<span id="reportcomment_results_div_62060"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62060 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62060"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Saul</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62058</link>
		<dc:creator>Saul</dc:creator>
		<pubDate>Fri, 27 Jun 2008 00:11:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62058</guid>
		<description>I was really interested in the initial (canned) incarnation of the Warhammer MMO. The new version fills me with &#039;meh&#039;. Would I play it? If someone gave me a free trial I can imagine giving it a few hours (like I did with WoW), before heading back to more entertaining passtimes.

I completely agree that the MMO is very far from reaching it&#039;s potential. I&#039;m going to say they&#039;re at about 5% right now. Hell, if they can&#039;t get an uber-nerd like me to play, they&#039;re not doing much right.</description>
		<content:encoded><![CDATA[<p>I was really interested in the initial (canned) incarnation of the Warhammer MMO. The new version fills me with &#8216;meh&#8217;. Would I play it? If someone gave me a free trial I can imagine giving it a few hours (like I did with WoW), before heading back to more entertaining passtimes.</p>
<p>I completely agree that the MMO is very far from reaching it&#8217;s potential. I&#8217;m going to say they&#8217;re at about 5% right now. Hell, if they can&#8217;t get an uber-nerd like me to play, they&#8217;re not doing much right.
<p class="report-comment">
				<span id="reportcomment_results_div_62058"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62058 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62058"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: luminosity</title>
		<link>http://www.rockpapershotgun.com/2008/06/26/war-wars/#comment-62054</link>
		<dc:creator>luminosity</dc:creator>
		<pubDate>Thu, 26 Jun 2008 23:43:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1997#comment-62054</guid>
		<description>It&#039;s interesting to think about what could make the high-level experience of an MMO better, whatever you think of the interview itself. In many ways BC was a much better end-game experience than original WoW. Classes were more polished, capable and even with each other than in the original -- still not perfect, but a definite improvement. There were multiple paths to continue with your character after achieving top level -- arena being much better than the original GM grind requiring multiple people to play accounts, raiding being easier to get into, special events, badges and 5 mans offering better gear.

Yet in many ways it felt less special. There were less cool, unexplored things hanging around, less one off unique items, and while the 5 mans were quite a lot better balanced and usually more rewarding, they were also for the most part very short, very linear, and not something you&#039;d re-run once you had whatever item you wanted from them.

I think what the end-game experience is missing is a unique experience. Every player pretty much ends up doing all the same stuff, seeing everything. It&#039;s a triumph of accessibility and polish, but at the expense of atmosphere and experience. Is it actually possible in an MMO to keep a game balanced and fair, and yet offer players their own little unique stories, explorations, fights and cool items, while keeping gameplay balanced, not forcing people to grind for random rewards and not being shouted at by angry internet men? And with all the sites reporting the instant the game gets new content &amp; items, and the proliferation of database sites, how do you go about introducing unique experiences that people get for exploring rather than just having read about it and doing it for shiny epic #1?</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting to think about what could make the high-level experience of an MMO better, whatever you think of the interview itself. In many ways BC was a much better end-game experience than original WoW. Classes were more polished, capable and even with each other than in the original &#8212; still not perfect, but a definite improvement. There were multiple paths to continue with your character after achieving top level &#8212; arena being much better than the original GM grind requiring multiple people to play accounts, raiding being easier to get into, special events, badges and 5 mans offering better gear.</p>
<p>Yet in many ways it felt less special. There were less cool, unexplored things hanging around, less one off unique items, and while the 5 mans were quite a lot better balanced and usually more rewarding, they were also for the most part very short, very linear, and not something you&#8217;d re-run once you had whatever item you wanted from them.</p>
<p>I think what the end-game experience is missing is a unique experience. Every player pretty much ends up doing all the same stuff, seeing everything. It&#8217;s a triumph of accessibility and polish, but at the expense of atmosphere and experience. Is it actually possible in an MMO to keep a game balanced and fair, and yet offer players their own little unique stories, explorations, fights and cool items, while keeping gameplay balanced, not forcing people to grind for random rewards and not being shouted at by angry internet men? And with all the sites reporting the instant the game gets new content &amp; items, and the proliferation of database sites, how do you go about introducing unique experiences that people get for exploring rather than just having read about it and doing it for shiny epic #1?
<p class="report-comment">
				<span id="reportcomment_results_div_62054"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 62054 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_62054"></span>
			</p>
]]></content:encoded>
	</item>
</channel>
</rss>

