Posted Thu, Feb 07, 2008 by Shayalyn
Hermann: Anyone that has worked on MMOs for the last 5-10 years knows that the "rules" for making a successful MMO have changed drastically. If you have been on a project that ended up not doing very well, you know these lessons even better. I believe that a game that was successful in 1997-2001 would likely fail in today's market – just as a car built in 1997 would unlikely compete with ones built in 2008. A lot of the things we are doing are a result of living though those changes and learning those lessons. The justification is in the result. One of the worst things that can happen to an MMO is that they feel "empty." It's the kiss of death. The way you make your game full is by attracting lots of players to it. So, the goal is to design a game that appeals broadly in a general sense. Then, you have to make deep experiences which tend to appeal more narrowly.