June 3rd, 2005


Like stepping in a bucket of worms

After today's massforge meeting, zengeneral, tmehlinger, thekuffs and I spent the better part of an hour chatting about the nature of massively multiplayer online (MMO) games, rendering and animation therein, and most especially gameplay. I learned something important about relative bandwidths of server-based and client-based computation in MMO games, particularly combat games with many NPCs that require physics.

We talked abuot Pirates!, Civilization (I-III), The Sims, SimEarth, SimAnt, Age of Empires and Age of Empires II, Black and White, Warcraft (I-III), Starcraft, World of Warcraft, and MMORPGs in general (including the popular Everquest, Ultima Online, and Star Wars: Galaxies franchises.

tmehlinger needs to do IT stand-up. His quick rant about meta-simulation made me laugh more than I have in weeks, and it didn't look as if I was alone. thekuffs gave a scathing critique about Black and White's gameplay and user interface that led into my current remarks.

I'll write more about those later, but today's topic is:
What makes for engaging gameplay in first-person adventure, role-playing, shooter, turn-based, simulation and "real-time" strategy games?

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What do you think?

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