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X-Factor!

As Ryan Shwayder points out:

Players are the x factor of MMOs. If a player can do it, they will do it.

How many times have we seen players surprise MMO developers? I clearly remember when SWG released player cities. Every available slot was gone within minutes — and SOE was shocked, shocked! Years later, WoW had this week’s zombie event that facilitated widescale griefing of noobs with no consequences — and amazingly, noobs were griefed on a wide scale.

I mean, who woulda thunk? But more importantly… are MMO companies growing more aware of this effect? I’d like to think that seeing this written in a developer’s blog means… YES!

One Comment

  1. Tuebit — Posted October 30, 2008 at 1:51 pm | Permalink

    I think there’s a corollary to this …

    They are the X factor, because they like being the X factor. It’s enjoyable to leave the established path and to participate in more esoteric, nuanced and complex activities.

    Definitely, spend time trying to incent or prevent detrimental X-factor behavior (griefing, for example).

    But MMO’s ALSO need MORE opportunity for X-factor players to eXplore their X-tendencies. Think sand-boxy mechanics or perhaps a system that allows the combination of skills, items and places to produce novel effects and outcomes.

    More opportunities for players to explore a complex mechanic.

    It’s the desire to explore this aspect of gaming (personally creative, unusual, complex mechanics) that attracts some players to crafting / economy, min-maxing, decorating and (it is truly my belief) griefing.

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