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<title>USC IMD: </title>
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<modified>2008-09-17T14:22:53Z</modified>
<tagline></tagline>
<id>tag:,2008::</id>
<generator url="http://interactive.usc.edu/" version="1.0">USC Interactive Media Division</generator>
	<entry>
		<title><![CDATA[Online Multiplayer Game class featured by SCA]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/sanderson/2008/09/online_multiplayer_game_class.html" />
		<modified>2008-09-17T14:22:53Z</modified>
		<issued>2008-09-17T14:14:16Z</issued>
		<id>tag:,2008-09-17:interactive.usc.edu/members/sanderson:97</id>
		<created>2008-09-17T14:14:16Z</created>
		<summary type="text/plain"><![CDATA[A feature story on the development of Second Life spaces in support of SCA classes (including...]]></summary>
		<author>
			<name>sanderson</name>
			<url>http://interactive.usc.edu/members/sanderson</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/sanderson/2008/09/online_multiplayer_game_class.html">
			<![CDATA[<img alt="SLtunnel.jpg" src="http://interactive.usc.edu/members/sanderson/SLtunnel.jpg" width="500" height="324" /><br />A <a href="http://cinema.usc.edu/about/news/virtual-worlds.htm" target="_blank">feature story</a> on the development of Second Life spaces in support of SCA classes (including CTIN 482: Designing Online Multiplayer Game Environments) and programs (including the IML's Honors in Multimedia Scholarship) just went live on the Cinematic Arts website. ]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[Virtual Campus design declaration]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/sanderson/2008/09/virtual_campus_design_declarat.html" />
		<modified>2008-09-17T11:21:48Z</modified>
		<issued>2008-09-17T11:01:21Z</issued>
		<id>tag:,2008-09-17:interactive.usc.edu/members/sanderson:97</id>
		<created>2008-09-17T11:01:21Z</created>
		<summary type="text/plain"><![CDATA[This Wordle image is a visualization of the initial discussions in CTIN 482 about the design of a...]]></summary>
		<author>
			<name>sanderson</name>
			<url>http://interactive.usc.edu/members/sanderson</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/sanderson/2008/09/virtual_campus_design_declarat.html">
			<![CDATA[<img alt="CTIN482wordle.jpg" src="http://interactive.usc.edu/members/sanderson/CTIN482wordle.jpg" width="500" height="317" /><br />This <a href="http://wordle.net" target="_blank">Wordle</a> image is a visualization of the initial discussions in CTIN 482 about the design of a virtual campus for the School of Cinematic Arts. Wordle is a free online tool for computationally visualizing the frequency with which certain words appear within a block of text. This image was generated from the contents of the course wiki, which includes student reflections, the course syllabus and our initial design challenge. It will be interesting to see how this visualization transforms over the course of our design process. In my ongoing attempt to figure out the right mechanism(s) for documenting our design process in the class, <a href="http://www.vuvox.com/collage/detail/09ed521c1" target="_blank">this Vuvox document</a> brings together a combination of images, inspirations and reflections by students on the initial design stages. Currently in beta, Vuvox functions on the principle of "cloud" computing, offering a free online tool for designing presentations and/or web-based documents. Although still slightly buggy (particularly text functions and embedded video playback), its simple authoring mode and gestural interface is a welcome relief from the page-based metaphor of Powerpoint.]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[Sandbox phase continues in CTIN 482]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/sanderson/2008/09/sandbox_phase_continues_in_cti.html" />
		<modified>2008-09-17T10:53:54Z</modified>
		<issued>2008-09-17T10:19:44Z</issued>
		<id>tag:,2008-09-17:interactive.usc.edu/members/sanderson:97</id>
		<created>2008-09-17T10:19:44Z</created>
		<summary type="text/plain"><![CDATA[The 'sandbox' phase is continuing for CTIN 482 on IML2. In last night's class, we broke up into...]]></summary>
		<author>
			<name>sanderson</name>
			<url>http://interactive.usc.edu/members/sanderson</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/sanderson/2008/09/sandbox_phase_continues_in_cti.html">
			<![CDATA[<img alt="exercise1cubes.jpg" src="http://interactive.usc.edu/members/sanderson/exercise1cubes.jpg" width="396" height="519" /><br />The 'sandbox' phase is continuing for CTIN 482 on IML2. In last night's class, we broke up into three design and development teams to begin concrete planning of projects to populate the SCA virtual campus. To begin establishing group dynamics and workflow, each group was tasked with completing a simple lab exercise: create a simple learning object that makes use of all the basic affordances of objects in Second Life (sound and animation scripts, particle effects, textures; notecard, landmark and URL attachments, etc.). <br /><img alt="exercise1cube.jpg" src="http://interactive.usc.edu/members/sanderson/exercise1cube.jpg" width="379" height="499" /><br />Bjorn created sample cubes to demonstrate these basic functions and deliver the exercise parameters. Part of the exercise also involved simultaneous group construction, with multiple avatars performing modifications on the same object as a way to ingrain principles of collective authoring and to begin figuring out possible distributions of labor within the groups. <br /><img alt="groupGlow.jpg" src="http://interactive.usc.edu/members/sanderson/groupGlow.jpg" width="682" height="465" /><br />The three projects that the class decided to undertake represent a range of the kinds of learning environments and objects that we have discussed in lecture and in readings. One group will focus on designing a toolkit for teaching various principles of film production using embedded video and the interactive delivery platform of Second Life. <br /><img alt="groupFlamingo.jpg" src="http://interactive.usc.edu/members/sanderson/groupFlamingo.jpg" width="591" height="396" /><br />Another group is focusing on sound design and the potentials of designing a creative space for dynamically generating combinations of sound and visuals. Although this project veers the farthest away from the "virtual campus" mandate, the full potentials of sound in Second Life are rarely exploited and this project offers an opportunity to experiment with combinations of environmental effects, music, and event sounds embedded in a responsive environment.  <br /><img alt="groupMovieposter.jpg" src="http://interactive.usc.edu/members/sanderson/groupMovieposter.jpg" width="684" height="435" /><br />The last group will research the subject of media censorship and design an analytical space for performing transmedial comparisons. The space will be architected to support media analysis based on different critical lenses, with the potential to substitute various media sets and modes of criticism. ]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[Building begins on SCA Virtual Campus]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/sanderson/2008/09/building_begins_on_sca_virtual.html" />
		<modified>2008-09-10T11:43:10Z</modified>
		<issued>2008-09-10T10:27:41Z</issued>
		<id>tag:,2008-09-10:interactive.usc.edu/members/sanderson:97</id>
		<created>2008-09-10T10:27:41Z</created>
		<summary type="text/plain"><![CDATA[Students in CTIN 482 have begun experimenting with building in Second Life on IML2 the Virtual...]]></summary>
		<author>
			<name>sanderson</name>
			<url>http://interactive.usc.edu/members/sanderson</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/sanderson/2008/09/building_begins_on_sca_virtual.html">
			<![CDATA[<img alt="482week3WSIML2blog.jpg" src="http://interactive.usc.edu/members/sanderson/482week3WSIML2blog.jpg" width="500" height="328" /><br />Students in CTIN 482 have begun experimenting with building in Second Life on IML2 the Virtual Campus for the School of Cinematic Arts. In the background, we see IML1, the virtual home of the Institute for Multimedia Literacy. Bjorn created a smoked glass effect on the east wall so that visitors to IML1 could watch construction on the new parcel. For the initial stages of development, terraforming and building privileges are limited to students enrolled in the 482 class. Soon we will be breaking the class into design and production teams to strategize the overall concept for the island as an innovative learning space.<br /><img alt="terraform1.jpg" src="http://interactive.usc.edu/members/sanderson/terraform1.jpg" width="500" height="352" /><br />Students immediately began experimenting with altering the terrain of the island, creating huge pillars of granite, precipitous mountains and deep chasms.<br /><img alt="build6.jpg" src="http://interactive.usc.edu/members/sanderson/build6.jpg" width="500" height="301" /><br />During this free-form building session, the only rule was that all objects created should be collectively owned, with full privileges to edit, modify, delete or transform each other's experiments. In essence, the island is currently functioning as a 3D wiki space. Unlike the class wiki, however, which has thus far functioned as a polite space for individual reflections on course readings and discussions, the SL wiki seemed to invite students to radically transform each other's work. "How'd you do that?" became a key to sharing newly acquired skills.<br /><img alt="glow.jpg" src="http://interactive.usc.edu/members/sanderson/glow.jpg" width="500" height="299" /><br />Although some students had prior experience with 3D modeling in different platforms, everyone in the class is new to Second Life. This class session resulted in an incredibly steep learning curve as students began making unexpected discoveries and sharing strategies for building that ranged from creating and texturing basic shapes (prims) to exploring more advanced visual effects like glowing surfaces and simple animations.<br /><img alt="build5.jpg" src="http://interactive.usc.edu/members/sanderson/build5.jpg" width="500" height="326" /><br />This initial period of experimentation served to ramp up excitement about the possibilities of Second Life as a design space. The advantage of SL over other MMOG environments for conceptualizing and creating a physical environment, literally from the ground (or pixel) up, were made immediately apparent. And while educational spaces continue to proliferate in Second Life, the opportunity provided to this class of designing and building and entire land parcel as a learning environment remains unprecedented. <br /><img alt="build3.jpg" src="http://interactive.usc.edu/members/sanderson/build3.jpg" width="500" height="344" />]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[IML2 goes online in Second Life]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/sanderson/2008/08/iml2_goes_online_in_second_lif.html" />
		<modified>2008-09-10T10:25:25Z</modified>
		<issued>2008-08-27T11:45:44Z</issued>
		<id>tag:,2008-08-27:interactive.usc.edu/members/sanderson:97</id>
		<created>2008-08-27T11:45:44Z</created>
		<summary type="text/plain"><![CDATA[The IML's brand new 64-acre parcel of land in Second Life just went online last night in time for...]]></summary>
		<author>
			<name>sanderson</name>
			<url>http://interactive.usc.edu/members/sanderson</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/sanderson/2008/08/iml2_goes_online_in_second_lif.html">
			<![CDATA[<img alt="IML2.jpg" src="http://interactive.usc.edu/members/sanderson/IML2.jpg" width="600" height="399" /><br />The IML's brand new 64-acre parcel of land in Second Life just went online last night in time for the first meeting of CTIN 482: Designing Online Multiplayer Game Environments. The design challenge for the class this semester is to create an innovative learning space and a set of game-based learning objects as part of a virtual campus for the School of Cinematic Arts. The new space is a <i>tabula rasa,</i> waiting to be terraformed, designed, developed and put into practice. From <a href="http://slurl.com/secondlife/IML/251/132/52" target="_blank">here</a> you can see both the old and new IML spaces. If you have requests for what you'd like to see in a virtual SCA campus, now is the time to make them!]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[482 Puzzle Party Pics]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/sgillies/2007/12/482_puzzle_party_pics.html" />
		<modified>2007-12-15T02:39:09Z</modified>
		<issued>2007-12-15T02:38:18Z</issued>
		<id>tag:,2007-12-15:interactive.usc.edu/members/sgillies/:81</id>
		<created>2007-12-15T02:38:18Z</created>
		<summary type="text/plain"><![CDATA[Just FYI some of the pics can be found...]]></summary>
		<author>
			<name>sgillies</name>
			<url>http://interactive.usc.edu/members/sgillies/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/sgillies/2007/12/482_puzzle_party_pics.html">
			<![CDATA[Just FYI some of the pics can be found here:<br /><br />http://www.flickr.com/photos/skeckulous/sets/72157603464196225/]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[Learning 482]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/sgillies/2007/12/learning_482.html" />
		<modified>2007-12-15T01:54:36Z</modified>
		<issued>2007-12-15T01:40:35Z</issued>
		<id>tag:,2007-12-15:interactive.usc.edu/members/sgillies/:81</id>
		<created>2007-12-15T01:40:35Z</created>
		<summary type="text/plain"><![CDATA[Interesting learning points in 482.]]></summary>
		<author>
			<name>sgillies</name>
			<url>http://interactive.usc.edu/members/sgillies/</url>
		</author>
		<dc:subject>, Class Assignments	</dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/sgillies/2007/12/learning_482.html">
			<![CDATA[Interesting learning points in 482.]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[3 Most Important Things I learned]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/nmanders/2007/12/3_most_important_things_i_lear.html" />
		<modified>2007-12-14T12:36:38Z</modified>
		<issued>2007-12-14T11:43:21Z</issued>
		<id>tag:,2007-12-14:interactive.usc.edu/members/nmanders:187</id>
		<created>2007-12-14T11:43:21Z</created>
		<summary type="text/plain"><![CDATA[1) Designing for Social Play (Multiplay)This is a general concept that I took from the class....]]></summary>
		<author>
			<name>nmanders</name>
			<url>http://interactive.usc.edu/members/nmanders</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/nmanders/2007/12/3_most_important_things_i_lear.html">
			<![CDATA[1) Designing for Social Play (Multiplay)<br />This is a general concept that I took from the class. From the beginning Patricia explained her philosophy: (Rephrased:) that single-player games are a bit of an aberration. Games are really games when they are between people. The games we had to play, including Puzzle Pirates and (especially) Sissy Fight demonstrate how a simple ruleset and guidelines for social interaction can create very complex emergent gameplay.<br /><br />2) Richard Bartle's Player Types (Reading)<br />As we entered into the realm of the MMO (where I wish we had spent more time), we saw the opposite: how very complex rules can create simple, categorizable play: Achieving, Exploring, Socialising, Killing. I don't know whether Bartle's types are outdated-- they can probably be expanded on today-- but his matrices for gameplay and player types are important in understanding how to design an MMO Environment (or any game [environment], for that matter). <br /><br />3) SNA and CNT (Lecture - Michael Steele)<br />This and Community Management together help my understanding not only of designing for social play, but sociality in itself. This is important from a marketing perspective, from an anthropologist's perspective, and infinitely more ways. I learned key concepts like Pareto Principle, Dunbar Limits, (Disney's Principle). Polarization, 4.8 degrees of separation. I learned about key figures like Chardin and Tufte, Monge and Fulk, and key terms like nodes, out-degree and in-degree, dyadic, tryadic, clustering, and social fabric (density.) I would be happy to have been tested on this to learn it more soundly.<br /><br />It was a good experience. I reiterate I wish I had learned more about the technical aspects of an MMO (I don't even know much about LANs or Internet Connectivity on the whole), and the production of an MMO. Our one ARG project was very satisfying, though I recommend that if it is reused in later classes, the teams be chosen on the first day of class, the fiction be decided on first and foremost (by the second or third week of class), and more examples of puzzles be offered. I am glad to have made so many connections, I know I will be seeing Patricia and perhaps Michael again, and I was happy to work with my classmates (including the graduate students.)]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[These Are Things That I Know]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mstein/2007/12/these_are_things_that_i_know.html" />
		<modified>2007-12-14T09:46:07Z</modified>
		<issued>2007-12-14T09:26:06Z</issued>
		<id>tag:,2007-12-14:interactive.usc.edu/members/mstein/:90</id>
		<created>2007-12-14T09:26:06Z</created>
		<summary type="text/plain"><![CDATA[What you learn in class is always different than what's being taught.  Everybody brings to the...]]></summary>
		<author>
			<name>mstein</name>
			<url>http://interactive.usc.edu/members/mstein/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/mstein/2007/12/these_are_things_that_i_know.html">
			<![CDATA[What you learn in class is always different than what's being taught.  Everybody brings to the table a different background, so some of what's being taught may not necessarily be new learning for every student.<br /><br />With that in mind, 3 things that I learned in MMO Class:<br /><br />1.  Data mining isn't just a neat idea with MMO's, it's a vital measure.  Data mining your players is what lets you know how healthy your MMO world is.  It's also not enough to just collect the data - because you will get reams of it - you have to be able to analyze it usefully.<br /><br />2.  Keep your high capacity node players happy.  If they're not happy, they go away, and your MMO's network of players falls apart.  It'd be like if Google disappeared from the internet.<br /><br />3.  The slightest change can have a big effect on an MMO world.  It's good to keep this in mind when trying to influence the behaviors of players.  Carrots and sticks don't need to be obvious for them to work.]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[World of Warcraft content design]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/ekennerly/2007/10/world_of_warcraft_content_design.html" />
		<modified>2007-10-12T23:20:06Z</modified>
		<issued>2007-10-12T23:11:50Z</issued>
		<id>tag:,2007-10-12:interactive.usc.edu/members/ekennerly/:142</id>
		<created>2007-10-12T23:11:50Z</created>
		<summary type="text/plain"><![CDATA[Jeffrey Kaplan, the lead game designer of content on World of Warcraft spoke at Anthony Borquez's...]]></summary>
		<author>
			<name>ekennerly</name>
			<url>http://interactive.usc.edu/members/ekennerly/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/ekennerly/2007/10/world_of_warcraft_content_design.html">
			<![CDATA[<!-- Notes by Ethan Kennerly 2007-10-10 --><br /><P><br />Jeffrey Kaplan, the lead game designer of content on World of Warcraft spoke at <A href="http://www.itp.usc.edu/faculty-staff/anthony-borquez" target=_new>Anthony Borquez's</A> Videogame Production class (ITP 280) at USC.  I got there a few minutes early and found out that Anthony's class is an excellent survey of industry trends, curated and delivered with respect to the students' time and priorities.  Tonight he happened to highlight the features and business <A href="http://www.paidcontent.org/entry/419-disney-acquires-club-penguin-in-deal-values-at-700-million-to-be-brande/" target=_new>news</A> of <A href="http://www.clubpenguin.com/" target=_new>Club Penguin</A> and <A href="http://www.webkinz.com/" target=_new>Webkinz.</A>  I highly recommend <A href="http://www.itp.usc.edu/courses/video-game/itp280" target=_new>ITP 280</A><A href=#footnote name=bodynote>*</A> interested in entering the industry.<br /><P><br />It turned out that Jeffrey was a USC alumnus.  Jeffrey got his BA in Creative Writing from USC in 1995, and MFA in Creative Writing from NYU in 1998.  He actually applied to the cinema writing department and was rejected.  After working for a few years at movie studios he decided he'd had enough of the personalities and poor treatment he'd encountered.  <br /><P><br />At Blizzard, though, Jeffrey doesn't write stories.  In fact, he defers story decisions to the creative director.  And it was not his writing that helped prepare him for content design at Blizzard.  It was not the understanding of fiction and creative writing; it was iteration, and "getting owned" on criticism from others, without being able to talk back.  The corporate tree of designers at Blizzard is:<br /><P><br /><UL><LI>President of Blizzard<br />	<UL><LI>VP of Design [<A href=#pardo>Rob Pardo</A>]<br />		<UL><LI>Lead system designer:  Class designer, technical game designer, tem designer; tradeskill designer.<br />		<LI>Lead content designer [Jeffrey]:  lead level designer, lead encounter desinger, lead quest designer, lead world events designer.  Much more staff on content than systems.  7 level designers.<br />		</UL><br />	</UL><br /></UL><br />The educational backgrounds are inconsistent at Blizzard.  People from MIT work alongside people with no college education.  The newest class designer has no college education or professional experience.  He beat the best monsters in World of Warcraft in unprecedented time and offered expert advice on classes, those he played and even those he didn't.<br /><P><br /><B>Successful massively multiplayer online design</B><br /><P><br />He glossed over the evolution of the MMO, which I won't belabor here.  Like most westerners, he didn't acknowledge the early <A href="http://archive.gamespy.com/amdmmog/week1/index3.shtml" target=_new>asian MMOs</A> in the 1990s, such as Kingdom of the Winds (1996).  <br /><P><br />He did touch on the obvious criteria for a successful MMO.  They are very expensive, because there is product development and then on top of that service.  It is daunting to compete not just with a game, but the time commitment for all its expansions.  <br /><P><br />My favorite line of his, was <B>"Every game would have been brilliant but for time."</B>  So true.  I personally hear it (and have lived it) from amateurs and professionals alike that their chief enemy is time.  He makes a design principle out of this later.  <br /><P><br />He said an MMO needs a great intellectual property, which was problematic, given the criticism of Star Wars Galaxies.  He noted the intellectual property needs to admit a universe that is immersive and expandable.<br /><P><br />The company needs experience with MMOs, which Blizzard did not have when they started.  Blizzard recruited people from MMOs.  For three years he played EverQuest, out of which he logged 297 days of play, or about 6 and a half hours a day for 3 years.  Jeffrey Kaplan was guild leader of third largest guild in EverQuest.  That was his entry into the game industry.  Blizzard hired him as associate game designer.  <br /><P><br />The designers need to understand human psychology, sociology, and philosophy behind design.  They need especially to understand how persons and groups behave when anonymous.  <br /><P><br />Like the foundation of any good videogame, there must be a core vision and key features.  Spend time on the critical features.  <br /><P><br />Game Developer post-mortem offers insight into development including the arduous working conditions.  Jeff crunched for 9 months; 12+ hours a day, 7 days a week, 84+ hours a week (which, if you don't like, <A href="http://www.gamecareerguide.com/features/435/i_am_a_game_school_.php" target=_new>you might want to drop out now</A>).  It wasn't due to an evil producer.  Game designers passionately work extra hours and weekends to keep their content from being cut.  <br /><P><br />A common mistake of competitors is to focus on making the content last.  Instead, make content fun to repeat.  Jeff recommends Team Fortress 2 beta; it has 4 maps, but they are fun.  Relatedly, grouping should not be forced.  Let the solo players and introverts play alone.  <br /><P><br />A common mistake for MMOs is to believe that shipping is the end of development.  If a game is a ship, a small single player game might be SS Minnow from Gilligan's Island.  MMO is like an aircraft carrier that stays in service. Shipping is not the end.  <br /><P><br />Polish is key.   That seems to be a <A href="http://www.raphkoster.com/2006/09/06/agc-rob-pardos-keynote/" target=_new>Blizzard mantra.</A>  And play your own game.  <br /><P><br />Deliver on the fantasy.  Blizzard was panicked about Star Wars Galaxies, the competitor to World of Warcraft.  Instead of light sabers and stormtroopers, there was dancing and hairdressing.<br /><P><br />Avoid ant farm syndrome.  Don't play god.  Don't make an ant farm.  Social experiment is not the goal of the game.  A lot of designers stop playing games when they start making games, because they are playing with the players.  That is fun for the designer, not the player.<br /><P><br /><A href="http://www.acm.org/crossroads/xrds13-2/sidmeier.html" target=_new>Sid Meier</A>'s son came by Blizzard for a tour.  Jeff applied Sid Meier's often-quoted mantra to example games:<br /><UL><LI>Fun for the computer:  SimCity<br />	<LI>Fun for the designer:  Star Wars Galaxies hid the Jedi system, which was fun for the first player to find.  A brilliant WoW encounter designer was working on raid bosses; and has a spell pattern that goes off and hits everyone in 360 degree arc.  While the designer saw its elegance, a player only sees it's an area of effect.  <br />	<LI>Fun for the player:  Guitar Hero.  <br /></UL><br /><P><br /><B>Post-mortem on EverQuest</B><br /><P><br />EverQuest was the predecessor to World of Warcraft.  THE GOOD:  Great world.  Deep story.  Attention to detail.  Evolved from MUDs.  EverQuest was polished.  Classes are interdependent.  The ultimate carrot on a stick:  see someone wearing an item you want and you go for it.<br /><P><br />THE BAD:  No solo advancement.  Since groups are critical; class balance is critical and vulnerable.  Needs polish.  Bugs still exist.  Traveling between zones, you just run and your screen freezes and double line of chat.  <br /><P><br />Punishes too much.  One night and one death can set you back more than the whole night.  Tradeskill designer at World of Warcraft stopped EverQuest because he combined without feedback and all items disappeared.  Death, spellbook, out of combat regeneration.  Jeff got to 15 in WOW in an hour, but in EverQuest, it took 5 minutes to regenerate health.<br /><P><br />Too steady.  After playing 3 years, Jeff had still backstab on his bar.  <br /><P><br />Spoiler sites were required to get to the cool content.<br /><P><br />Too clunky.  Alt-tab and instant start were not available.<br /><P><br /><B>Good game design</B><br /><P><br />In a great game, no one notices the game design.  Halo 3 had a challenging scarab battle.  It also had excellent checkpoint and save system; and matchmaking.  Why browse servers when matchmaking can be automated for less technical players who don't care about the details.  World of Warcraft restricts options, not gives more options.  <br /><P><br />Make the interface and gameplay intuitive.  <br /><P><br />Great game design is not "The One Amazing Idea".  It is thousands of little decisions each of which is executed well.<br /><P><br />Provide choice and tradeoff.<br /><P><br />Balance and tune.<br /><P><br />Even in an experimental game, there should be a control.  That is, not everything can or should be innovative.  Find something familiar.<br /><P><br /><B>Suggestions when designing</B><br /><P><br />Select a specific problem to solve.<br /><P><br />Less is more.  (I wish he said more.)<br /><P><br />Prototype.  Jeff does not like documents.  Even at World of Warcraft, all 30 in the room may think the idea rocks.  But when it is put into the game, it may still suck.<br /><P><br />Iterate. <br /><P><br />Listen.  When feedback is given, don't defend.  At Blizzard (as well as other companies), they're fond of saying to defensive designers:  "Are we supposed to ship you with every box?"<br /><P><br />Process feedback.  Jeff wanted to draw attention to items.  Players gave feedback that they don't want their eye drawn.  But the exclamation marks if they were not there over the head of the NPCs, would have also received this criticism.  Therefore, criticism need not be taken as a literal directive, only as indication that is something, somewhere is out of kilter.  A designer has to understand the game well enough to bypass the literal content of the comment.<br /><P><br />Be critical of other games and most importantly of your own game.  Bioshock plasmids were too limited; they could have exposed and exploited that cool feature.<br /><P><br />Polish!<br /><P><br />Play many games in many genres.  World of Warcraft borrowed basin from Battlefield 1942.  <br /><P><br />Wear many hats of the player population.  Wear the hardcore hat.  Wear the casual hat.  If you'rer not one, listen to one and understand them.  Be aware of the kind of player you are.  Jeff is not hardcore; he plays 20 hours a week.<br /><P><br />The game should be accessible.  Team Fortress 2 took 8.5 years to ship.  First version was for hardcore gamers but it wasn't more fun.  Second version was broadened and was more fun without missing anything.  Many parts of gameplay were obvious from first look.<br /><P><br />Trailer for World of Warcraft: Wrath of the Lich King expansion emphasizes wondrous lanscape places and monsters.  Amazing places and monsters.  The voice over promises sacrifice and the Death Knight hero class.  It rattles off seige weapons, hairstyles, items, Northend, items, level cap lifted to 80.  It ends on mysterious shot of Lich King.  <br /><P><br />Jeff admires these games:<br /><UL><br /><LI>Chess, because it is easy to learn, and hard to master.  <br /><LI>Zork was great.  Only text.  That's how great the design was.<br /><LI>Ultima II, III, IV<br /><LI>Quake:  Brilliant circular motion and deathmatch level design.<br /><LI>Counterstrike is ultimate hardcore game.  This was a mod to Half-Life, as was Team Fortress.  <br /><LI>Half-Life 1 and 2.  Team Fortress 2.<br /><LI>EverQuest.<br /><LI>StarCraft:  Perfectly balanced 3 asymmetrical factions.<br /><LI>Guitar Hero.  <br /><LI>Civilization IV.  Ultimate "Oh I'll just play one more turn and go to bed... 4 hours later."<br /><LI>Animal Crossing:  Ultimate collecting game.  Have to play every day.  Crossover bettween Animal Crossing and EverQuest would sell well.<br /></UL><br /><P><br />MMO is different from single-player design.  Designer cannot control player.  Designer does not know where the player is.  There is a much wider range of population density.  Design space for maximum to no player population.  <br /><P><br />There is a wide range of players, who want mutually exclusive prestige.  Everybody wants to be the hero.  In single player they can be, together they can't.  Player interaction is great; but interacting with jerks sucks.  <br /><P><br />Knowledge spreads quickly in MMO.  One could look at spoiler site in single-player.  But in MMO, a spoiler could be spat out while playing the MMO.  <br /><P><br />MMO grows and evolves. There is no end.  Half-Life 2 has a conclusion.  MMO is not going to entertain you to the end of time, but there is no clear end.  It can be like a bad relationship.  <br /><P><br />One gets to ask:  To instance or not to instance.  <br /><P><br /><B>Design for World of Warcraft</B><br /><P><br />Know the genre.  Know the game.  Blizzard used to hire broadly, but now only hires experts on WoW; lest players dance circles.  Become intimate with the gameplay.<br />Blizzard designs for the hardcore that are accessible.  WoW was the first casual MMO.  <br /><P><br />Plan on too much content; then prioritize best.  Iterate and polish.  <br /><P><br />Content flow is a network diagram of the nodal areas in a zone, such as 5 person dungeon; 25 person raid, exterior zone;  PvP.  This is diagram connects areas into a simple schematic network.  He did this in Visio.  Clear division of content is required, so that nodes can be edited or cut.  More in design than will ship (Psst, don't tell the developers that).  Others can go to patch.  <br /><P><br /><B>Dungeon design</B><br /><P><br />Progress.  Pace boss.  Vary points of interest.  Mix up pulls.<br /><P><br />Let everyone in party experience it.  Make every class shine.  Give every class a cool role.<br /><P><br />Show off skill of expert players.  Put in easter eggs.  Put in cheats that are okay.  THat will satisfy many players.<br /><P><br /><B>Dungeon design sequence:</B><br /><P><br />Concept.  Content flow.  Network of major locations in a zone, coded by content and use.<br /><P><br />Layout in 2D.  Lead level designer designs in Illustrator.  He can make the zone in 2 days.  Whereas the 3D assets would take several months of many artists.  Each only takes a minute to delete.<br /><P><br />3D Blockout in 3DS Max, which is tested in game.  Camera tests and avatar tests.  Test with smallest and largest avatars.  Test with minimum and maximum camera zoom.  <br /><P><br />Playtest.<br /><P><br />Balance.  Balance is in the eyes of the player.  It doesn't have to be balanced; the average player just has to feel like it is balanced.  Totally balanced PvP means losing half the time.  Losing half the time is not necessarily fun.  <br /><P><br />Feedback.  The community is good at identifying problems.  The community is bad at designing games and generating workable solutions.  The community disagrees tremendously but does not recognize its disagreements.  The community, though, is always right.  Jeff checks out the guild websites, hardcore and casual, to see how they are reacting to the content.  <br /><P><br />Lastly, what brought Jeffrey to USC was to promote university relations.  Paid 8-week summer internships are offered.  Contact Choua Her.  <br /><P><br />Some of the tips were obvious and shallow (everyone already knows polish is important, but "polish" does not indicate what to polish or how to polish). Yet the talk itself had its own gems.  Polished or not, the details (when provided) in the Jeffrey's lecture not only justified, but overcame and tarnished the foundation of a detraction I'd <A href="http://www.gamasutra.com/features/20060222/sirlin_01.shtml" target=_new>read last year.</A><br /><P><br />An excellent companion to Jeffrey Kaplan's talk is <A href="http://www.raphkoster.com/2006/09/06/agc-rob-pardos-keynote/" name=pardo target=_new>Rob Pardo's keynote,</A> VP of design at Blizzard.<br /><P><br /><A name=footnote href=bodynote>*</A> After <A href="http://www.itp.usc.edu/courses/video-game/itp280" target=_new>ITP 280</A>, I'd also recommend Designing & Producing Video Games <A href="http://www.itp.usc.edu/files/ITP391_Fa07.pdf" target=_new>ITP 391.</A><br />]]>
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