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MMO Developer Manifestations
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Recent events and discussions have hinted that we may be on a cusp of a change in developer /gamer community relationships business wise, and this will include the continual evolution of game design once released. The rise of real time expectations and the need for comfortable rituals in online gaming, with virtual worlds and the more persistent MMO games typically, leads to a need for duplication of real life systems and structures. The familiarity that these structures and events surround gamers with fleshes out an experience that, in some areas, has grown stale or just more demanding for the same buzz.
This article will form one of many to come on aspects of MMO and MMORTS gaming.Not sure on the etiquette of revisiting published articles to add more content – so a part two and an amalgamated version may be required.
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The business aspects and relationships within the game industry will have to be dealt with another day, things are changing rapidly and one large camp is going for consolidation whilst others openly and defiantly resist the defined box and remain independent. The rise of social gaming and casual gaming (and therefore social casual gaming), along with the beginnings of game within games within Virtual worlds will need dealing with separately. For this article I will just be highlighting the new manifestations of developers within games and the novel roles being attempted.
I tried to categorize the types of developer approach and came up with three models. There may be more, I have been tucked away in my genre of choice for a number of years and can’t really comment on the majority of single and plain multiplayer games. I would imagine variations of below exist with a penchant for moving on to the next title.
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| TRADITIONAL | EVOLUTIONARY | PARTICIPATORY |
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