PvP Feedback
I see my "why do you play Heroes but not WoW PvP" tweet appeared on MMO-C. I'd like to clear up a few things. (
holinka)
We very much value highly committed PvP players and their feedback about game balance is invaluable. Thank you for all your help. (
holinka)
My original question was specifically directed at people who I would have thought don't PvP in WoW because they don't like PvP games. (
holinka)
A side conversation happened and I probably didn't communicate with that person properly about how we do think balance is very important. (
holinka)
Anyway, we are always striving to make a great game for you to play and we do very much appreciate your support. Thanks. (
holinka)
I'd also like to add I received lots of great insight from my original question, so thank you. (
holinka)
Game Design
It's been said before - an idea is only as good as your ability to execute on it, or get other people passionate about it. (
craig_amai)
In my experience, real talent often comes in recognizing the great ideas that will fit cleanly with the rest of your game. (
craig_amai)
And good designers know how to let ideas go quickly and keep looking, rather than getting attached to something with too much baggage. (
craig_amai)
This year, I'm going to challenge myself to get a lot of ideas out, to learn to sell them in a small space (gg twitter), and to let them go. (
craig_amai)
They won't all be great and I don't care if you don't like them. Hopefully some inspire something. (
craig_amai)
It's all or nothing. One guided goal sets an expectation for structure vs. fully free-form.
Yeah, that's usually the case. You can tutorialize without specific goals though. (
craig_amai)
And I personally think there are ways to set long term goals without explicitly spelling out the game along the way. (
craig_amai)
I know you can't talk WoW but this is the exact issue why I don't like the Apexis hubs. No framing device (text). No fun.
Yeah, WoW has set an expectation for information that makes open POIs and puzzles prone to feel uncomfortable. Hard problem. (
craig_amai)
I think THAT comes down to pace. When you have a cinematic flow driven by story, sudden halts in game play are jarring.
That's fair. Taking control of the camera from the players is easy to make painful if done in the wrong place or too often. (
craig_amai)
Adding explicit hand-held goals to an open world game fundamentally changes the way players experience it. (
craig_amai)
It changes the pace, the potential emotional investment, the expectations. It's a legitimate approach, but it's a dramatic design choice. (
craig_amai)
I'm very interested in seeing more devs hold back in the hand-holding. On-board players gently, but let them unfold the game on their own. (
craig_amai)
I wish the dev teams for CoD and BF would understand that. they don't even let you open your own doors.
Hah! Yeah. It's somewhat core identity for them though. Extremely approachable and very cinematic. (
craig_amai)
Yeah, I'm probably not the target audience for those games. I prefer long SP campaigns because I don't do MP apart from WoW/HS.
Yeah, I can identify with that. I like CoD campaigns, but I LOVE a nice long campaign of Fallout: New Vegas. (
craig_amai)
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