“Massively multiplayer games require a huge world to support and sustain a user base (few people would keep playing if they can explore everything in the game in under a month). The amount of content required is IMMENSE. Walton estimates that creating a world 3 times bigger than a single-player game is at least ten times harder. ‘It takes a ton of content to make a believable world,’ he says. Bigger teams, of course, require more management – the complexity scales up dramatically.” Dave “Fargo” Kosak reports on a Game Developers Conference presentation by Gordon Walton (Ultima Online & The Sims Online) —Ten Reasons You Don’t Want to Run a Massively Multiplayer Online Game Game Spy)
Similar:
Another #steampunk interior. High tech garden gazebo or away team dropship? Why not both? ...
Aesthetics
Final grades are due tomorrow. My Fall 2020 is almost over. I survived.
Final grades are due tomorrow. My only u...
Academia
Communities of Play: The Social Construction of Identity in Persistent Online Game Worlds
I played the open-source version of Uru ...
Culture
Enjoyed watching "Queen of Katwe" (Ugandan girl chess prodigy movie)
I enjoyed watching this chess-themed com...
Culture
A stranger took this photo of my parents doing their daily crossword together in a cafe.
A stranger took this photo of my parents...
Culture
Thoughtful PopCult Analysis of 'Peanuts' Deserves Better than a Clickbaity Headline Hating...
On a shelf in the slanty room under the ...
Culture


