Archive for September, 2008

AGDC Briefs

Friday, September 26th, 2008

Monday

Endgame: How to Build High-End Gameplay for Your Most Devoted Players was the first talk of the conference, and a good one. I can’t always point to something new that I learned from Damion’s talks, but he puts it all together in a way that makes it interesting and useful because it triggers ideas.

At Their Service: Making a Difference by Putting Players First was a worthless keynote. The message was okay, but the talk had about 2-5 minutes of content stretched out over 40 minutes. The only part that was remotely valuable came from the Q&A at the end, because everyone was asking the questions they expected to be discussed during the keynote.

Modeling Infrastructure Cost for MMO Launch was a rather dull talk. I often like attending lectures outside of my area because there’s a better chance I’ll learn something. However, I already knew everything about servers that came up. It also didn’t address the part of the description about modeling costs for budget titles versus triple A titles. To be fair, this lecture was passed off from one speaker to another, and it’s got to be hard to make a good lecture when that happens. It also makes me sad because I wanted to see Sticky from the Start, but I attended this one in the interests of spreading out within the company.

I also attended Pirates of the Burning Sea: A Post-Partum, but I wasn’t there to learn.

Tuesday

Hardcore Games for Casual Audiences was an interesting talk - one of the better talks I saw. I particularly liked hearing about a ride at Disney that was very accessible, yet layered with depth for repeat play. I’m thinking about grabbing his book.

Computer Entertainment 35 Years from Today is another keynote that I didn’t expect to be worth attending, but I had nothing else to do. It turned out to be very mildly entertaining and totally useless. I don’t really care to get mild entertainment from a conference… I’m there to learn and network. This is why I like keynotes coming first, because I value that extra hour of sleep more than the worth of a typical keynote.

From Development to Launch: the Keys to Building a Successful Free-to-Play MMO was a useful talk, if not a great one. He provided some good information, and a lot of simple rules about microtransactions. For example, as a rule he said Nexon doesn’t change for content.

Pirates of the Caribbean Online: Lessons Learned was a regrettable talk. It was a postmortem without the postmorten. I got the impression there was a talk in there somewhere, and then it was so thoroughly scrubbed and sanitized that there was no useful content left.

Economic Design and Management of Virtual Worlds with a Large Shard Population wasn’t very interesting in itself. The only interesting part came from the conflict regarding economies and fun in EVE.

Wednesday

I slept through the first seession. Otherwise, I probably would have attended Wake Up and Smell the Metrics! A Rant on Metrics-Driven Development in Online Games. I’m not really the target audience though, as I already agree with the message.

I skipped the next keynote.

Sustaining Player Engagement by Designing for Intrinsic Need Satisfaction was my favorite talk at this year’s AGDC. That’s somewhat unfortunate, because it’s an updated talk of my favorite from last year. Still useful due to the updates.

Everything I Need To Know About Virtual Worlds, I learned at Theme Parks was the last talk I attended. I didn’t get anything out of the talk, but I honestly didn’t pay much attention. It lost to a combination of being boring, and the pull of coordinating a meetup and sorting out some work issues.

Ensemble

Tuesday, September 23rd, 2008

There are a couple interesting articles on Gamasutra today. Bruce Shelley talks about Ensemble’s closure, saying that they thought they were immune to shutdown talks due to profitability... and there’s a loosely related article about Ensemble’s cancelled 2007 project being a Halo MMO.

EVE, Scarcity & Fun

Friday, September 19th, 2008

The most surprising thing I heard at AGDC came from EVE Online’s Eyjolfur Gudmundsson during the Q&A for Economic Design and Management of Virtual Worlds with a Large Shard Population. There was a bit of a scuffle, and it led to the question: Should fun be scarce? The answer was an explicit yes, fun should be a scarce commodity in an MMO.

I find that truly baffling, and it seemed so straightforward that I don’t believe I misunderstood. Can you imagine Disney World saying, “We need to find a way to make our lines longer. Customers are having too much fun.”

Diablo II Respec

Friday, September 19th, 2008

Stieg Hedlund (Diablo designer) gave a talk at AGDC called Sticky from the Start. I missed the talk (although it was my session of choice in that segment), but I still heard some trickle down information. Namely, why didn’t Diablo II have respec?

The answer is pleasantly refreshing. They didn’t have respec because they just didn’t think of it back then, and Stieg would have liked to have it in the game now. This came up because of the openly anti-respec stance seen in some of the spiritual successors of Diablo II. Whenever evaluating past successes and other games, it’s important to understand why they made a decision, and not just that they made the decision. You don’t want to say, “Well, X did it way Y, and they’re successful so we’ll just do Y too.” In this case, I have to wonder if some people think skipping respec is a good idea because Diablo II went without it and assumed they had some fundamental design reason backing the choice… but who had respec back then?

Also: respec is good. Have some.

Post-AGDC

Thursday, September 18th, 2008

AGDC `08’s over now, and I’ll post thoughts on the things I saw. First, a brief overview:

  • The keynotes all sounded worthless. The two I attend were worthless.
  • The best talk I saw this year was an updated version of the best talk I saw last year.
  • The parties were loud like always, but most of them had a semi-quiet place to talk.
  • The weather was decent. Unpleasant, but not hellish like last year.
  • Apparently there was a really awesome talk on the game career track about getting into the industry.