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MMO design and development…
I was in, and still am, a discussion about MMO’s and particular pieces to them. There was a few questions I was asking of a veteran community and the responses were fantastic. The two questions were: 1) The one core basic feature would you 100% expect to be in, and expect to be perfected ...
MMO Development Lesson #35
nerfbat.com — Players are the x factor of MMOs. If a player can do it, they will do it.... They will behave badly if you let them, they will exploit if you let them, they will ruin the experiences of others if you let them. It’s best to mitigate undesirable ... (more) MMO Development Lesson #35
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Playing the Hero
Mobhunter.com — ... A noble goal, that of relieving players of the burden of killing all those tens of rats. This has caused many to consider the role of the hero, including some folks I happen to know. But while I agree with the general goal of making the player feel heroic, there’s a lot more to it than just the type of creatures they fight. ...

Shut Up We’re Talking #36
The Ancient Gaming Noob — ... MMO Design - Prompted by a Curt Schilling post on Fires of Heaven forums and then on his own site, we discuss MMO features that we want to see implemented and rock solid on day one, things that have not been done well in the past, and Curt’s own answer about wanting to “feel heroic on day 1, minute 1, until I am done playing the game.” ...

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I Are Game Design Blogger
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Digging deep: Problems in MMO development
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WoW -> Under Development -> Shaman Q&A
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Help Design Champions Online!
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Quest design – fixing the symptoms?
adingworld.wordpress.com 5/26/2009 — Summary: Blogger read interesting article about MMO quest design, but do not agree with that the right conclusions has been drawn from player behaviour analysis. Discuss among yourselves. Through Wandering Goblin I found an interesting article @ ...
World of Warcraft Europe -> Info -> In Development
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