Linear MMO templates
This is a follow up on the post I did here: http://www.designosis.net/2008/05/09/linearity-in-mmo-design/
I find that the linear MMO template seems to be the industry standard. For some reason (understandably) game companies like to play it safe – and using the linear template usually results in the widest target audience.
A linear template is like shooting with a shotgun instead of a sniper rifle – you just hit more people with it!
There are some basic aspects of this design template that usually show up in the game designs:
- Theme park
- The player runs around trying out all the different rides – NPC quest givers.
- Quest log to keep track of where to go next – will usually always contain something for the player to do.
- Quick and dirty level up to begin with to get the players hooked.
- Social interaction
- Having a good guild system with good social interaction possibilities (voice-chat, chat, special guild perks) prolongs the gameplay, since players will be more likely to come back just to talk to their friends.
- Immersive world design with little or no player-interaction
- The game usually has a strong an immersive setting letting the narrative driven players think they are “part of an ever expanding world”. Fact is, these worlds almost never change, and players have absolutely no influence on it when they do.
The near future might prove some changes to the linear template, but I am betting that at least two of the above mentioned strategies will stay.
Age of Conan and Warhammer Online has an interesting take on the world design, letting the players destroy cities and thereby change the world. I am however uncertain if you will only be able to destroy player built cities, and uncertain if whether these cities will “re-spawn” when having been destroyed.
All in all – I am very much looking forward to what will happen in the MMO field in the nearest future.
More on non-linear design templates soon.
Tags: MMO