11-03-2009, 08:40 AM
My top 10 rules would be the following. They are in order of importance to me.
#1 Make sure that you are releasing a finished game and not a beta that people are paying money to play test!!!
#2 Let me play with my friends with no restrictions on levels, numbers, quests, or class type.
#3 Group play should never be less enticing than soloing.
#4 It should take no less than 5 minutes for any player to meet up with another player.
#5 PvP should have a purpose, a persistent effect on the world, should have equal rewards to PvE and should not be a "development afterthought."
#6 Specific hard to find/obtain (zOMG uber item lawlz!) items should not be required to successfully compete in PvP. Player skills and tactics should be
the deciding factor in PvP not items!
#7 Player death should have fairly significant consequences and ramifications.
#8 Make sure that a player run guild/faction/clan has a real purpose in the game. Also make sure that it is easy for the guild/faction/clan to be able
to store and retrieve items.
#9 Inventory management should be simple to navigate and not a source of frustration. Quest items should not take up inventory space. Items
should be stack-able. Make sure that you make transferring of multiple items from A to B efficient AND simple.
#10 Listen to your players comments and feedback. Make it easy for the players to communicate "good ideas" and "good solutions
to problems" to the design and development team.
#1 Make sure that you are releasing a finished game and not a beta that people are paying money to play test!!!
#2 Let me play with my friends with no restrictions on levels, numbers, quests, or class type.
#3 Group play should never be less enticing than soloing.
#4 It should take no less than 5 minutes for any player to meet up with another player.
#5 PvP should have a purpose, a persistent effect on the world, should have equal rewards to PvE and should not be a "development afterthought."
#6 Specific hard to find/obtain (zOMG uber item lawlz!) items should not be required to successfully compete in PvP. Player skills and tactics should be
the deciding factor in PvP not items!
#7 Player death should have fairly significant consequences and ramifications.
#8 Make sure that a player run guild/faction/clan has a real purpose in the game. Also make sure that it is easy for the guild/faction/clan to be able
to store and retrieve items.
#9 Inventory management should be simple to navigate and not a source of frustration. Quest items should not take up inventory space. Items
should be stack-able. Make sure that you make transferring of multiple items from A to B efficient AND simple.
#10 Listen to your players comments and feedback. Make it easy for the players to communicate "good ideas" and "good solutions
to problems" to the design and development team.
A-LA-BA-MA MAN!
HE'S QUICK, HE'S STRONG, HE'S ACTIVE!
You can take Alabama Man to the bowling alley, where he drinks heavily and chews tobacco!
HE CAN BOWL, HE CAN DRINK, HE CAN DRINK SOME MORE, ALA-BA-MA-MAN!
When wife asks him where he's been, just use the action button and Alabama Man busts her lip open!
"Shut up, Bitch!"
"Wow!"
BEATS HIS WIFE AND SLEEPS IT OFF, A-LA-BA-MA MAN!
HE'S QUICK, HE'S STRONG, HE'S ACTIVE!
You can take Alabama Man to the bowling alley, where he drinks heavily and chews tobacco!
HE CAN BOWL, HE CAN DRINK, HE CAN DRINK SOME MORE, ALA-BA-MA-MAN!
When wife asks him where he's been, just use the action button and Alabama Man busts her lip open!
"Shut up, Bitch!"
"Wow!"
BEATS HIS WIFE AND SLEEPS IT OFF, A-LA-BA-MA MAN!
