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It is Hard to Serve Two Masters. Especially with an MMO, which thrives on a large, diverse user base, appealing to numerous demographics is key. Of course, as any designer knows, that can be a tall order. One of our early design goals was to make knight gold that would support a pyramid of users: a wide base of more casual players, narrowing upward to a minority of hardcore users that would play with real fervor. That is easier said than done, of course. What is boring to the hardcore player is I impossibly frustrating to the casual gamer. This problem was compounded by the high percentage of new or young developers on the team, who had less experience dealing with these sorts of knight online gold issues.

In the end, we made a conscious effort to stay away from the large-scale endgame raiding thats traditional in MMOs, opting instead for faction-based warfare in the PvPvE structure of a single mega-zone called the Abyss to keep the hardcore happy and the casual players engaged. Zone-based combat allowed us to concentrate some of these experiences in certain areas, which also helped manage the userbase. According to this insider, online games are mainly operated by medium-sized and small companies in the Japanese online game market, making Korea-made online games hardly able to be accepted in consideration of the price and gameplay. Thats also one of the reasons why China-made browser games are popular in Japan.

 

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