January 7th, 2005

My Hat!

Online Gaming

When a user signs onto an MMORPG, they expect certain things. They expect mobs to kill. Items to get, players to trade with, and the system should give them quests to provide a sense of storyline and meaning.

But here's a new one. What happens when the players start providing some of the services that the system does? Could you architect a game around this concept? Think about it. There are games out there, like SW:G that have completely player driven economies. Why not make the leap to player driven storyline environments? It'd definitely be a leap- and you'd need a class of player dedicated to creating storyline components. For launch, this could be employees, or perhaps your beta-testers. But you need to encourage regular players to develop into questmasters. Each time a player assigns a quest that completes successfully, you could reward them with XP, etc. etc. It definitely can make for an interesting game experience.




Other news: Four .NET exams in the can. All of the required core exams (with my scores steadily dropping as I prepped less for each test, from 925 -> 886 -> 825 -> 769) are done. Which just so happens to be _two_ development goals at NH, meaning I get a whopping $1200 in my next pay check. If I complete my cert next week, that might get knocked up to $1800 when I finish my cert. I have to talk to Wil.

I made arrangements with my cabbie buddy Randy to pick my ass up at 1:30 and get it to the train station so that I can spend a delightful eight hours getting back to Albany. I'll be arriving at 11pm. Oddly, despite the fact that I'm pretty sure that I'm smoking more, I've gone through fewer packs of cigarettes than I expected. I'm gonna cut that back.