I caught this NPR program on the influence of gaming as I was driving around today. Interesting listening.
Link to the whole episode
Random thoughts related to MMOs, gaming, in-game tradeskills, and real life crafting.
Sunday, July 03, 2011
Sunday, June 26, 2011
Great Expectations: in-game stores
People are strange. In particular, people's reactions to in-game stores are strange. In-game microtransactions seem to bring out very mixed and contradictory feelings in people, and at the same time seems to blind them to the fact they're contradicting themselves.
Some things Dave "Smokejumper" Georgeson said in one of his early interviews after joining the EQ2 team expressed a truth of in-game stores in general that I think is often overlooked. In this interview with Zam, he said:
Anyway, no real deep & meaningful conclusion here or anything, just an interesting thing I've noticed when I watch people talking about in-game shops in computer games. I am slowly developing a few theories as I watch. Anybody else care to speculate on why folks don't have the same expectations of the in-game stores as they do of real world ones?
Some things Dave "Smokejumper" Georgeson said in one of his early interviews after joining the EQ2 team expressed a truth of in-game stores in general that I think is often overlooked. In this interview with Zam, he said:
"I'm a big fan of microtransactions. As a player, I'm a fan of them. And the reason I'm a fan of them is if the content isn't good, then the developer doesn't make any money."and,
"It's just basically choosing how you spend your money, whether or not it's entertainment that's of value to you. 'Cause it's completely optional; none of this stuff is required, if you don't want to pay for it you don't have to."
Now, it's true that there are some games where the purchased items grant actual in-game power so could be considered essential, but for many games that's not the case. For many games, including the one I work on, it's entirely possible to never buy a single item from the in-game store and be at no disadvantage whatsoever within the game. It's totally optional. And yet, here are two things I frequently see people say about these kinds of items in these kinds of games:
1. They proclaim that the existence of an in-game store is horrible and, they will never use it; and they ask, often in the same sentence, why all the items in it suck so much, saying they're so terrible, they don't want any of them, why can't the designers do better.
2. Sometimes, if a new item comes out in a game I play that I think is pretty neat, I will link it on Facebook or on twitter. And often, a bitter sounding person will reply along these lines: "well *I* sure won't be buying it, because it doesn't have (X) / isn't (Y)".
These both confuse me.
In #1, the person seems to be confused about what they actually want. If they really dislike in-game stores in general and don't want them to exist, then they should be rejoicing if the items in them are completely undesirable, because then nobody will buy them and the store may be abandoned. And if they really don't ever want to use an in-game store then it seems rather masochistic to be complaining the items aren't something they would want to buy. It sounds as if the #1 type of person actually does want to buy things, and dislikes the store primarily because it's not selling the items that person wants to purchase.
In #2, while this might be a true statement, I'm always puzzled why someone would even bother to post it. The implication seems to be that the game designers were expecting every single person to love and buy it, that the company thinks they should want to buy it. Well no, not if you don't like it. That's like if I linked a photo of a pizza and said it is now available if anybody wants some, and someone replied that they only like hamburgers so they won't be eating my pizza, which would be much better if it were a hamburger instead and clearly the cooks must be stupid to make pizza. Well, yes, if you don't like pizza then don't eat it. This seems pretty obvious, good plan. Well done for figuring that out, but why even bother posting bitterly back about it? And why does everything have to be hamburgers, when there may well be people out there who do like pizza?
That's the beauty of completely optional and nonessential content, isn't it? If you don't like it, don't buy it. If I walk into a clothing store I certainly don't buy every item in it; I usually don't even like most of them. That doesn't mean I'm going to run up to the sales clerk and hold up a pair of jeans, bitterly shouting that I would have bought them if they'd also had 4 additional pockets but they don't so I'm not going to. Stores offer a wide selection of items that will appeal to a wide variety of people. Very few people will like everything, and it's probably better that way too or we'd all end up looking identical if we all had exactly the same tastes! I think pretty much everyone understands this when they walk into a clothing store, so it remains a bit of a mystery to me why some people seem to get so bitter when not every single item in a game's in-game store appeals to them personally.
Anyway, no real deep & meaningful conclusion here or anything, just an interesting thing I've noticed when I watch people talking about in-game shops in computer games. I am slowly developing a few theories as I watch. Anybody else care to speculate on why folks don't have the same expectations of the in-game stores as they do of real world ones?
Tuesday, June 07, 2011
New position! aka, WWSJD?
So, apparently it's been far too long since I updated this blog; and the reason for that is that just when I thought work was already flat out busy, I accepted a new position, and it got suddenly EVEN BUSIER.
So here's a quick catch up.
If you're even bothering to read this blog then you probably already know that since May 2007 I've been a game designer on the EQII team, in charge of the tradeskill system among other things. The "other things" have varied and slowly grown over time, but tradeskills has been my consistent main focus. As tradeskill designer for EQII I've shipped 4 expansions (Rise of Kunark, The Shadow Odyssey, The Sentinel's Fate, and Destiny of Velious, plus EQII Extended); and during this time I've worked under four Producers for the EQII team: Gallenite, Froesch, Brenlo, and now SmokeJumper.
However, work is about learning and growing, and four years doing pretty much the same thing is a long time, for me at least! Not that I don't love the tradeskill system in EQII, because I certainly still do; but the tradeskill system itself (or any game system really) benefits from different perspectives and different opinions, and having the same person making all the decisions forever and ever would not be a good thing, ultimately, either for the game or for the person.
So, when I was offered the opportunity back in April to try a new role, I decided that both I and the tradeskill system would benefit from fresh perspectives and challenges. The new role is Associate Producer, still on the EQII team, and it was announced in this interview with Paul "Frizznik" Carrico, who's taking over the tradeskill duties in my place. Frizznik certainly won't think about tradeskills in the exact same way I do, and he'll see different priorities than I did, but I think that overall that can only be a good change to keep the tradeskill system from getting stale.
During the years I've been on the EQII team we've had a number of wonderful Associate Producers helping the various Producers, but during Brenlo's time the last of them left the team for various reasons (one to become the new producer for FreeRealms, in fact) so for the past year we've had none: just SmokeJumper handling it all on his own.
As was also announced recently, Dave "SmokeJumper" Georgeson is now stepping into a more senior role as Executive Producer overseeing the entire EverQuest franchise, not just EQII as before. To quote from that link:
So, that's me now: mini-SmokeJumper, and keeping remarkably busy because of it. I'd already been working fairly closely with him on a number of projects, but since the official changeover in April, it's been pretty much non-stop. I don't know how he was managing on his own.
So here's a quick catch up.
If you're even bothering to read this blog then you probably already know that since May 2007 I've been a game designer on the EQII team, in charge of the tradeskill system among other things. The "other things" have varied and slowly grown over time, but tradeskills has been my consistent main focus. As tradeskill designer for EQII I've shipped 4 expansions (Rise of Kunark, The Shadow Odyssey, The Sentinel's Fate, and Destiny of Velious, plus EQII Extended); and during this time I've worked under four Producers for the EQII team: Gallenite, Froesch, Brenlo, and now SmokeJumper.
However, work is about learning and growing, and four years doing pretty much the same thing is a long time, for me at least! Not that I don't love the tradeskill system in EQII, because I certainly still do; but the tradeskill system itself (or any game system really) benefits from different perspectives and different opinions, and having the same person making all the decisions forever and ever would not be a good thing, ultimately, either for the game or for the person.
So, when I was offered the opportunity back in April to try a new role, I decided that both I and the tradeskill system would benefit from fresh perspectives and challenges. The new role is Associate Producer, still on the EQII team, and it was announced in this interview with Paul "Frizznik" Carrico, who's taking over the tradeskill duties in my place. Frizznik certainly won't think about tradeskills in the exact same way I do, and he'll see different priorities than I did, but I think that overall that can only be a good change to keep the tradeskill system from getting stale.
During the years I've been on the EQII team we've had a number of wonderful Associate Producers helping the various Producers, but during Brenlo's time the last of them left the team for various reasons (one to become the new producer for FreeRealms, in fact) so for the past year we've had none: just SmokeJumper handling it all on his own.
As was also announced recently, Dave "SmokeJumper" Georgeson is now stepping into a more senior role as Executive Producer overseeing the entire EverQuest franchise, not just EQII as before. To quote from that link:
Smokejumper: I'm still very much attached to EQII and work closely with the leads on that project. We recently promoted Emily "Domino" Taylor to become the Associate Producer on EQII, specifically to shore up the fact that I would have less time in each day to spend on EQII. So far, it's been working very well. The team didn't skip a beat during the transition, and in fact, things are probably better now than they were previously because we're able to split up the tasks and I can focus more on the game's quality and business direction.
So, that's me now: mini-SmokeJumper, and keeping remarkably busy because of it. I'd already been working fairly closely with him on a number of projects, but since the official changeover in April, it's been pretty much non-stop. I don't know how he was managing on his own.
I also recently joined the EQ2talk podcast to talk with Dellmon and Aliscious about my new role, the future of tradeskills, EQ2, and everything related. You can have a listen here. I'm a terrible public speaker, alas.
So, that pretty much catches up to the present time, and doesn't really excuse the lack of posts, but possibly helps explain the busy-ness lately that's been keeping me from posting much. As I think I mentioned in the EQ2talk podcast, I'm enjoying working with SmokeJumper so far; he's a good guy to work for and there's clearly such a lot I can learn from him that I'm trying to figure out some way to arrange some kind of mind meld machine to download it all!
In more general EQII news, we recently had another Game Update, and I helped (in a small way) our AV team to make a pretty cool video, which you can see here:
This week while I man (or possibly woman) the fort back here in San Diego, SmokeJumper is up in LA showing off EverQuest II at E3: if you're going to be there, definitely check out the Sony booth, where they're demonstrating their new 3D laptops with EverQuest II's spectacular 3D aerial races. I'd never seen EQII in 3D before and I'm really not a fan of 3D technology, but I have to say I was just blown away by how good it looks. Wow. It really is pretty amazing looking.
Also coming up soon is SOE's own Fan Faire event. Preliminary schedule and details can be found on the official fan faire site. Just a month to go now! I'll be there, and I'll be looking forward to seeing some of the "regulars" again as well as meeting new faces. Fan Faire is always such a lot of fun.
And I think that pretty much catches me up to date with the news; I'll try to think of some more interesting things to post in the future. I expect to continue to post on this blog as I think of interesting things to say, but possibly not so much about EQ2 tradeskills specifically. In the mean time, happy June, and happy tradeskilling!
Recent G.I.R.L. blogs
Things I've been writing elsewhere while I wasn't writing here!
G.I.R.L. Talk with Tiffany Chu
G.I.R.L. Talk with Jennifer Chan
G.I.R.L. Talk with Judy Tyrer
G.I.R.L. Talk with Tiffany Chu
G.I.R.L. Talk with Jennifer Chan
G.I.R.L. Talk with Judy Tyrer
Saturday, March 19, 2011
What Do Players Want?
A selection of assorted feedback from the past week:
Text: OK! I love the expansion. Love the flying mounts!! Just amazing how beautiful this game is.....can't wait to see if this post makes Dommino's blog lol.... Please can we have a "tinkered flying baloon ship" and can you also offer it as a historical Guide Quest!! Those have been so fun! This would be awsome for tinkerfest coming up.
---
Text: Guys i am dying for more hotbars. This game is incredible, but ten hotbars isnt enough! =)
---
Text: i think there should be more guards patroling new halas just for protection and to make the city feel alive
---
Text: please make key mobs un-despanwable for idiots like me
---
Text: thanks for yet more crap loot from the PQ chest. I hope your hair falls out in patches.
---
Text: Fighters should heal crit! :(
---
Text: I must say that I really love the number of easter eggs the quest designers put in - npcs that give lore when hailed afterwards, or as additional dialogue options, or even giving hints if you hail them after. This is the first expansion in which I've genuinely been interested in what npcs have to say. Great job!
---
Text: No difficulty nerfing please!!!!!
the game has only been out a couple weeks - it should not all be beatable right way.
---
Text: make an instance where each named is a froglok clone of a group member and at the end all the shadows unite and turn into a massive froglok that squashing people with his feet!
---
Text: screw you and the ice in the hold of rime ascent thats the stupidest bullshit you morons ever put in the damn game RETQARDS
---
Text: Guys i am dying for more hotbars. This game is incredible, but ten hotbars isnt enough! =)
---
Text: i think there should be more guards patroling new halas just for protection and to make the city feel alive
---
Text: please make key mobs un-despanwable for idiots like me
---
Text: thanks for yet more crap loot from the PQ chest. I hope your hair falls out in patches.
---
Text: Fighters should heal crit! :(
---
Text: I must say that I really love the number of easter eggs the quest designers put in - npcs that give lore when hailed afterwards, or as additional dialogue options, or even giving hints if you hail them after. This is the first expansion in which I've genuinely been interested in what npcs have to say. Great job!
---
Text: No difficulty nerfing please!!!!!
the game has only been out a couple weeks - it should not all be beatable right way.
---
Text: make an instance where each named is a froglok clone of a group member and at the end all the shadows unite and turn into a massive froglok that squashing people with his feet!
---
Text: screw you and the ice in the hold of rime ascent thats the stupidest bullshit you morons ever put in the damn game RETQARDS
---
Text: OK! I love the expansion. Love the flying mounts!! Just amazing how beautiful this game is.....can't wait to see if this post makes Dommino's blog lol.... Please can we have a "tinkered flying baloon ship" and can you also offer it as a historical Guide Quest!! Those have been so fun! This would be awsome for tinkerfest coming up.
(Hi! But I don't plan to post any other comments that say this, otherwise everyone will start to do it.)
---
Text: love the Guillermo Del Toro/Neil Gaiman feel of Pools in Velious :)
---
Text: DELETE ALL MAIL BUTTON NOW!
---
Text: Suggestion: Possibly a yearly event:
Camel and Flying Carpet Races in Sinking Sands where prizes are camel mounts, run speed 75 for the land bound (those who are too low a level to get the flying mounts). But there could also be sky races for prizes and for new flying carpets (really vivid color styles), that when the flying gryphon quests are completed, they can be a true flying mount (much like the Gnome aero race mounts...love those btw). Race courses would be in SS and PoF for these.
There could be an Arabian Nights type of event in conjuction with it where we can get outfits like 'I dream of Jeannie' and jeweled bottles that, when placed in house and rubbed once a day will give us some special (time limited) boost for battling.
Also, awesome bejeweled scimitars could be available for our appearance slots, and turbans for the guys heads, and for the girls, a shear veil for across her face that would mysteriously enhance her make-up around her eyes and make her eyes sparkle. There could be silly silk slippers (where the toe part curls up) in various vivid colors.
Your imagination could go wild with this...perhaps an Aladdin's Cave and a sleeping dragon where a number of stashed treasure items need be be stolen from the dragon successfully to win a prize.
Thanks for considering this,
( I thought of it while here in SS and saw the Camels running by)
---
Text: So very cool.... these Public Quests are AWESOME and so much social time spent with many players :)
---
Text: I find your lack of Sundered Frontier Wisdom-based quest rewards disturbing.
I mean, a Shaman can only take so much Str/Sta/Agi gear before he goes insane. >_<
---
Text: I adore the developer that wrote the quests for the Othmir. Never before have I felt so involved in a developing storyline that phyiscally changed the enviroment of the people I was doing quests for. Thank you, you are a wonderful game designer and deserve a promotion to lead designer.
---
Text: Some new hair styles would be nice. Something between super fancy frilly and just out of the shower would be nice.
---
Text: Now that we have flying griffens we can ride all over the place, you guys should make some flying pig mounts!
---
Text: Must we really take a furniture item from each repeatable faction quest from othmir & snowfang EVERY SINGLE DAY? How many othmir hammock's does one need? Could we have an option to perhaps say 'No thanks, I don't need furniture'.
The entire forest will surely be cut down for this multitude of wasted furniture that is forced upon us. The poor Othmir must do nothing but harvest wood and craft furniture for us like sweatshop workers. And the poor Snowfang gnolls have enough problems without taking up half their day making chairs for us.
---
Text: Did you know: shadowknights do not resuscitate little otter pups. nor do they rescue kittens from trees. make them into handbags, maybe. make them into shoes or slippers, yes.
---
Text: love the Guillermo Del Toro/Neil Gaiman feel of Pools in Velious :)
---
Text: DELETE ALL MAIL BUTTON NOW!
---
Text: Suggestion: Possibly a yearly event:
Camel and Flying Carpet Races in Sinking Sands where prizes are camel mounts, run speed 75 for the land bound (those who are too low a level to get the flying mounts). But there could also be sky races for prizes and for new flying carpets (really vivid color styles), that when the flying gryphon quests are completed, they can be a true flying mount (much like the Gnome aero race mounts...love those btw). Race courses would be in SS and PoF for these.
There could be an Arabian Nights type of event in conjuction with it where we can get outfits like 'I dream of Jeannie' and jeweled bottles that, when placed in house and rubbed once a day will give us some special (time limited) boost for battling.
Also, awesome bejeweled scimitars could be available for our appearance slots, and turbans for the guys heads, and for the girls, a shear veil for across her face that would mysteriously enhance her make-up around her eyes and make her eyes sparkle. There could be silly silk slippers (where the toe part curls up) in various vivid colors.
Your imagination could go wild with this...perhaps an Aladdin's Cave and a sleeping dragon where a number of stashed treasure items need be be stolen from the dragon successfully to win a prize.
Thanks for considering this,
( I thought of it while here in SS and saw the Camels running by)
---
Text: So very cool.... these Public Quests are AWESOME and so much social time spent with many players :)
---
Text: I find your lack of Sundered Frontier Wisdom-based quest rewards disturbing.
I mean, a Shaman can only take so much Str/Sta/Agi gear before he goes insane. >_<
---
Text: I adore the developer that wrote the quests for the Othmir. Never before have I felt so involved in a developing storyline that phyiscally changed the enviroment of the people I was doing quests for. Thank you, you are a wonderful game designer and deserve a promotion to lead designer.
---
Text: Some new hair styles would be nice. Something between super fancy frilly and just out of the shower would be nice.
---
Text: Now that we have flying griffens we can ride all over the place, you guys should make some flying pig mounts!
---
Text: Must we really take a furniture item from each repeatable faction quest from othmir & snowfang EVERY SINGLE DAY? How many othmir hammock's does one need? Could we have an option to perhaps say 'No thanks, I don't need furniture'.
The entire forest will surely be cut down for this multitude of wasted furniture that is forced upon us. The poor Othmir must do nothing but harvest wood and craft furniture for us like sweatshop workers. And the poor Snowfang gnolls have enough problems without taking up half their day making chairs for us.
---
Text: Did you know: shadowknights do not resuscitate little otter pups. nor do they rescue kittens from trees. make them into handbags, maybe. make them into shoes or slippers, yes.
---
Monday, March 14, 2011
Egg-free Guinness Pudding
This is a version of the Guinness Chocolate Pudding recipe I posted earlier, modified so it contains no eggs.
Ingredients
4 tsp Bird's Custard Powder (which contains no eggs) - US residents can generally find this in import stores such as World Market
4 tbsp milk
0.5 cups sugar, plus 3 tablespoons
1.5 cups of Guinness stout beer
2.25 cups of heavy whipping cream
4 ounces of dark chocolate (I used 72% chocolate chips). If using a solid bar of chocolate, chop or break it up into smaller pieces so it melts faster.
Instructions
Pour 1 cup of Guinness into a small saucepan and set it on the stove to simmer over medium heat.
In a separate bowl, mix 4 tsp of custard powder with 4 tablespoons of milk and 0.5 cups of sugar.
Pour the remaining 0.5 cups of Guinness into another saucepan (pour slowly down side to minimize foaming) and add 1.25 cups of the heavy cream. Mix, and set on stove over medium heat. Stir occasionally until bubbles start to form at edges. At this point, remove saucepan from heat. And add the 4 oz. chocolate, and stir until chocolate is all melted and mixture is smooth.
Add the sugar and custard powder mixture to the chocolate mixture in the saucepan, stirring constantly while adding. Return the saucepan to the heat. Stir constantly for about 5-10 minutes till it thickens. When thickened the mixture should coat the back of a spoon dipped into it, and not be runny.
At this point, remove from heat again and divide among small glasses. Leave at least an inch of space in each to add the topping. This is a VERY rich pudding, so keep the glasses quite small - this will make 12 shot glasses of pudding, or fewer larger glasses. Refrigerate for at least an hour, until set (cover with plastic wrap if leaving overnight).
Meanwhile ... the first saucepan should have simmered down to just a tablespoon or two of liquid. (If not, keep simmering till it does.) This is making a Guinness flavoured reduction, so you really only want a small amount of concentrated liquid left. Pour the reduction into a bowl and put in the fridge to cool.
(Wait at least an hour to do the next step, or overnight, so that the Guinness reduction and the pudding have time to cool.)
In a clean bowl, beat the remaining 1 cup of heavy cream with the remaining 3 tbs of sugar. Beat until soft peaks form, then add the cooled Guinness reduction and beat again until all combined. Carefully spoon the whipped cream topping onto the top of the pudding glasses and return to fridge to cool until ready to serve. Leaving the pudding to sit overnight seems to make the flavour richer, so if there's time to do this the night before it will improve it.
(In this picture, using small disposable shot glasses from BevMo.)
Ingredients
4 tsp Bird's Custard Powder (which contains no eggs) - US residents can generally find this in import stores such as World Market
4 tbsp milk
0.5 cups sugar, plus 3 tablespoons
1.5 cups of Guinness stout beer
2.25 cups of heavy whipping cream
4 ounces of dark chocolate (I used 72% chocolate chips). If using a solid bar of chocolate, chop or break it up into smaller pieces so it melts faster.
Instructions
Pour 1 cup of Guinness into a small saucepan and set it on the stove to simmer over medium heat.
In a separate bowl, mix 4 tsp of custard powder with 4 tablespoons of milk and 0.5 cups of sugar.
Pour the remaining 0.5 cups of Guinness into another saucepan (pour slowly down side to minimize foaming) and add 1.25 cups of the heavy cream. Mix, and set on stove over medium heat. Stir occasionally until bubbles start to form at edges. At this point, remove saucepan from heat. And add the 4 oz. chocolate, and stir until chocolate is all melted and mixture is smooth.
Add the sugar and custard powder mixture to the chocolate mixture in the saucepan, stirring constantly while adding. Return the saucepan to the heat. Stir constantly for about 5-10 minutes till it thickens. When thickened the mixture should coat the back of a spoon dipped into it, and not be runny.
At this point, remove from heat again and divide among small glasses. Leave at least an inch of space in each to add the topping. This is a VERY rich pudding, so keep the glasses quite small - this will make 12 shot glasses of pudding, or fewer larger glasses. Refrigerate for at least an hour, until set (cover with plastic wrap if leaving overnight).
Meanwhile ... the first saucepan should have simmered down to just a tablespoon or two of liquid. (If not, keep simmering till it does.) This is making a Guinness flavoured reduction, so you really only want a small amount of concentrated liquid left. Pour the reduction into a bowl and put in the fridge to cool.
(Wait at least an hour to do the next step, or overnight, so that the Guinness reduction and the pudding have time to cool.)
In a clean bowl, beat the remaining 1 cup of heavy cream with the remaining 3 tbs of sugar. Beat until soft peaks form, then add the cooled Guinness reduction and beat again until all combined. Carefully spoon the whipped cream topping onto the top of the pudding glasses and return to fridge to cool until ready to serve. Leaving the pudding to sit overnight seems to make the flavour richer, so if there's time to do this the night before it will improve it.
(In this picture, using small disposable shot glasses from BevMo.)
Tuesday, March 01, 2011
Why gnomes are great
(This will be a rather short post as there is a cat fast asleep on one of my arms so I'm typing slow and one-handed.)
As I mentioned in my last post, the final day of the Destiny of Velious launch events is today, and it's a series of flying races run by those mechanically-minded tinkerers, the gnomes. Check out this video of the races! And here's a great screenshot taken by Gnobrin, one of our art team:
This morning when the event started and people started talking about it, I got a message from a friend asking what it was all about. When I explained, he expressed his regret that the game he's currently playing doesn't have gnomes in. And this led to a discussion that's the title of this post: why gnomes are great.
Gnomes are great for many reasons, really; I used to play one myself in the original EQ. From a game designer's perspective though they are great because they are so crazy and random and inclined to catastrophically break or change things that they can be used as an explanation for almost anything.
For example, we want to create an event that lets people try out the new flying mounts but only on a temporary basis? Gnomes can build a test course and an unstable, prone-to-disintegration mechanical flying mount! No further explanation needed. Gnomes just do things like that.
This principle can be applied to almost anything. Why did the sun explode? Gnomes! Why did sharks develop the ability to swim on dry land? Gnomes! Why did the gods abandon the world? Gnomes! Why did everyone's underwear turn purple? Gnomes! "Gnomes" is an explanation that can answer almost any question; and as such they are a wonderful excuse for a game designer to use when all else fails. And the beauty of gnomes is that it quite likely really IS their fault anyway.
Some (ie: gnomes) may call this a blog about blaming gnomes, and not about why gnomes are great, but this is clearly a nit-picky point of semantics that I will ignore. All MMOs should have gnomes, or a gnome-equivalent. Gnomes are great. =)
As I mentioned in my last post, the final day of the Destiny of Velious launch events is today, and it's a series of flying races run by those mechanically-minded tinkerers, the gnomes. Check out this video of the races! And here's a great screenshot taken by Gnobrin, one of our art team:
This morning when the event started and people started talking about it, I got a message from a friend asking what it was all about. When I explained, he expressed his regret that the game he's currently playing doesn't have gnomes in. And this led to a discussion that's the title of this post: why gnomes are great.
Gnomes are great for many reasons, really; I used to play one myself in the original EQ. From a game designer's perspective though they are great because they are so crazy and random and inclined to catastrophically break or change things that they can be used as an explanation for almost anything.
For example, we want to create an event that lets people try out the new flying mounts but only on a temporary basis? Gnomes can build a test course and an unstable, prone-to-disintegration mechanical flying mount! No further explanation needed. Gnomes just do things like that.
This principle can be applied to almost anything. Why did the sun explode? Gnomes! Why did sharks develop the ability to swim on dry land? Gnomes! Why did the gods abandon the world? Gnomes! Why did everyone's underwear turn purple? Gnomes! "Gnomes" is an explanation that can answer almost any question; and as such they are a wonderful excuse for a game designer to use when all else fails. And the beauty of gnomes is that it quite likely really IS their fault anyway.
Some (ie: gnomes) may call this a blog about blaming gnomes, and not about why gnomes are great, but this is clearly a nit-picky point of semantics that I will ignore. All MMOs should have gnomes, or a gnome-equivalent. Gnomes are great. =)
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