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RPG Evolution: Eat or Be Eaten
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<blockquote data-quote="tetrasodium" data-source="post: 9663903" data-attributes="member: 93670"><p>Wise words: "<em>The lesson of the virtuale ecology was to us that <strong>testing the game in house is an entirely inadequate test in contrast to the reality of being in the hands of players</strong>. Not only are players going to face &think about the experience differently than we do in house but by sheer numbers they will crush or test things in a very different way</em>"</p><p></p><p>I remember hearing about UO back in the day and immediately thinking about the obvious problems online gaming had displayed by then∆, it's good to hear about how they recognized and tried to address some of them but also realized sometimes <em>intended</em> design can't work in the wild and did what they could to replace it with <em>needed</em> design. Sometimes it seems like there is a trend in modern gaming (ttrpgs especially) for designers/publishers to state the <em>intended</em> results of a design that worked in closed door play and blame anyone who has a bone to pick with the results in actual real world play rather than doing anything about the merits of that bone itself.</p><p></p><p></p><p>∆ UO was starting to compete with EverQuest by then or would soon. That's not a slight against UO though... It nearly predated widespread consumer Internet and very much kicked off online gaming in a format other than text based MUDs. They were building the racecar while the track it worse on was still being paved</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9663903, member: 93670"] Wise words: "[I]The lesson of the virtuale ecology was to us that [B]testing the game in house is an entirely inadequate test in contrast to the reality of being in the hands of players[/B]. Not only are players going to face &think about the experience differently than we do in house but by sheer numbers they will crush or test things in a very different way[/I]" I remember hearing about UO back in the day and immediately thinking about the obvious problems online gaming had displayed by then∆, it's good to hear about how they recognized and tried to address some of them but also realized sometimes [I]intended[/I] design can't work in the wild and did what they could to replace it with [I]needed[/I] design. Sometimes it seems like there is a trend in modern gaming (ttrpgs especially) for designers/publishers to state the [I]intended[/I] results of a design that worked in closed door play and blame anyone who has a bone to pick with the results in actual real world play rather than doing anything about the merits of that bone itself. ∆ UO was starting to compete with EverQuest by then or would soon. That's not a slight against UO though... It nearly predated widespread consumer Internet and very much kicked off online gaming in a format other than text based MUDs. They were building the racecar while the track it worse on was still being paved [/QUOTE]
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