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There was a brief exchange of comments during at the MMMOGIG on Saturday that stuck with me and have been kind of bothering me, and I wanted to get some feedback from the larger world.

We were discussing some of the intricacies and expectation of control schemes in 3D MMOs, as I recall: hold down the right mouse button and attempt to turn, you expect to strafe, not actually turn, that kind of thing, and the statement was made that you usually want to try to build on what has been done before… MMO players are, in general, quite used to these control schemes now.  Even if you think you’ve got something better, why force them to learn something different?

The conversation then briefly moved along the same lines to system mechanics.  Hit points… people are used to them, may be uncomfortable without them… even if you think you’ve got something better, why force them to learn something different?

You can probably see where this is headed.  My “dream game” system, for example, doesn’t have hit points per se.  It has disability ratings per hit location which might be said to be kind of similar (sort of), but not “hit points”.  There are hundreds of other innovations, including some far more original than that, which could be cast in the same light.

What I’m asking is, what is your opinion on innovation: what are the limits that are comfortable to you?  How much and what kinds of innovation do you find enticing, as opposed to disturbing?

As always, your feedback is appreciated…

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Well, yesterday morning I ended up with two tasks for the day, in addition to some work at the office to get done: replacing my apparently long-suffering, now utterly burned out video card (ah, the smell of burning plastic in the morning… sigh), and getting my lawn down to something below “prairie grass” length.

Guess which of the two got accomplished.  Two guesses, the first one don’t count.  Maybe I can just have my lot declared a nature preserve, and be done with it?

Little progress was made over the weekend on my test-of-concept project, I’m afraid.  It’s actually in a bit of a “broken” state at the moment: I am moving the socket object refs completely out of the individual screen objects and trying it as a single static reference via the main Game object (where it probably should have been in the first place, logically at least), and since that’s only halfway done, there’s no easy way to “disconnect” the network code like there once was. 

I can’t even run the thing at the moment without 50 compiler errors or so popping up at the moment.  It’ll only take a half-hour or so to clean up, but that won’t happen until tonight at the earliest… lol, one week in and already I’ve missed a WSR (weekly status report).  Maybe if I make it bi-weekly? 🙂

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Promos and Events

Live in or near Mpls/St. Paul? Interested in talking MMOs with other like-minded people? Join us on either June 30th or July 14th at MMMOGIGs #1.9 or #2.1 (or both!), details coming soon. You can also join us in Google Groups or meetup.com to discuss the when/where of the next meeting, provide feedback, etc.
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