Playable Worlds’ lead designer: ‘Our industry does not thrive on ideas’

No screenshots yet, obviously.

Raph Koster’s startup Playable World is working on an MMORPG. A giant one. A giant one we don’t know a lot about but, regardless of all of the phrases the corporate has spilled on it up to now. We’re getting extra phrases this week, although this time, they’re from the sport’s lead designer, Greg Costikyan, whose title you’ll possible recall for those who’re extra of a tabletop gamer. His dev weblog, nonetheless, is actually a primer to help regular gamers understand how games get made.

As he places it, sport designers seldom have a lot freedom on the subject of the essential concepts behind the sport. “More often than not, you may be handed an present IP (whether or not that comes from a earlier sport, a license, or an present style) and requested to tweak it barely,” he laments. “Alas, our {industry} doesn’t thrive on concepts. It limps on, on clones, model extension, and tweaks to profitable genres.” He winds his method by means of the various methods studios increase cash, the a number of phases of growth (hey look, a studio that is aware of what beta really means), and constructing out a full group of devs. There’s extra to it, after all, although he’s apparently saving that for an additional publish.

Right here’s a remaining nugget to cap off this publish: Costikyan explicitly notes that the studio’s sport includes procedurally generated worlds.

Commercial | Playable Worlds’ lead designer: ‘Our {industry} doesn’t thrive on concepts’


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