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ENDGAME Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008

Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

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Page 1: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

ENDGAMEDamion Schubert

Lead Combat DesignerBioware Austin

15 Sept 2008

Page 2: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

INTRODUCTIONDesigner

Meridian 59, ShadowbaneBioware’s Austin Project

Design PunditZenOfDesign.com“Design of the Times”

PlayerLots of MMOs

Page 3: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

THIS LECTUREWhat is Elder Gameplay?

Why is it Important?

Analysis: Territorial Control

Analysis: Raid Encounters

What are the Universal Challenges?

Page 4: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WHAT IS ELDER GAMEPLAY?It’s more than just ‘something for players to do when they’re done.’

Page 5: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

THE ONWARD PATHSomething to do when you’re done.

Page 6: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

World of Warcraft Attunement Map, Burning Crusade.

Page 7: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

THE PINNACLEThe apex of the player’s heroic arc.

Page 8: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

A WORTHY CHALLENGEPossibly the only difficult thing in your MMO.

Page 9: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Player Skill

Game Difficulty

Ideal easy fun/hard fun curve for best selling games

(Based on Amy Jo Kim’s research).

Page 10: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

What the MMO curve is more like.

Player Skill/Advancement

Game Difficulty

Page 11: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Kotasoth, Everquest 2

Page 12: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

A SENSE OF HISTORY

When something is hard,

doing it first is notable.

Page 13: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WowJutsu.

Page 14: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

TRULY MASSIVE GAMEPLAYRewarding simultaneous GUILD play.

Page 15: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Shadowbane Tree of Life Siege

Page 16: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Illidan, World of Warcraft

Page 17: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Band of Brothers gathering for war, Eve Online

Page 18: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Age of Conan City Siege

Page 19: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

MOST DEVOTED PLAYERSMost importantly, elder gameplay creates fun and activity for your

Page 20: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Why do the World of Warcraft and Everquest 2 teams make expansions mostly for high level players?

Because those are the players that are out of content.

Page 21: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

ANALYSIS OF ENDGAME

Page 22: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

TERRITORIAL CONTROLKey design concepts

Page 23: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

AFFILIATIONNeed clearly defined teams, and the ability for players to identify team members.

Page 24: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

OBJECTIVESGive players something to fight over.

Preferably multiple things to spread them out.

Page 25: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Tabula Rasa control points

Page 26: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

RESPAWN AND ATTRITIONHow fast players can get back to the fight after they die, and how often they can do so.

Give defenders the edge somehow!

Page 27: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

ATTACK WINDOWSNo one wants to log in to find their city in ashes.

Page 28: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

A Bane Stone, Shadowbane

Page 29: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

POLITICAL MAPA highly visible abstraction of control.

Page 30: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Shadowbane Political Map.

Page 31: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

EVE Online political map.

Page 32: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WW2 Online Belgian Front, Friday

Page 33: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WW2 Online Belgian Front, Saturday

Page 34: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

TERRITORIAL CONTROL DESIGN CHALLENGES

Page 35: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

PVPEndgames based on it have to take PvP problems very seriously.

Page 36: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

THE SIX GOLDEN RULES OF PVP* PvP Endgames always excite the imagination more than PvE Endgames.

* Players aren’t as hardcore as they think they are.

* 5% of your population can destroy the other 95%.

* Teamwork and numbers dominate.

* Fairness matters more than in PvE.

* Losing repeatedly sucks.

Page 37: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

THE ZERGSuperior numbers shouldn’t trump all.

Page 38: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

LOSERSMost people will not pay $15 a month, and log in daily, to be on the losing team.

Page 39: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

It’s fun to be a Harlem Globetrotter.

Not so much to be a Washington General.

Page 40: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

STALEMATESLocked world states are no fun for anyone.

Page 41: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

RESET BUTTONSFind a way for game mechanics to reset your political map.

Page 42: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

World War II Online declares a winner every two months or so, and resets the game.

Page 43: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Shadowbane’s recent wipe was actually seen as a positive to most fans.

Page 44: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

RAID ENCOUNTERS

Page 45: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WHAT ARE RAIDS?PvE Endgame, usually 10+ playersUsually some amount of ‘trash’Punctuated by Raid Encounters (Boss Fights)Usually for Phat Loot

Page 46: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WHY DO PEOPLE RAID?

Explorers like to see new places, fight new enemies, and try out new and different strategies.

Page 47: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WHY DO PEOPLE RAID?

Achievers want the notch in their belt. The phat loot is good too.

Page 48: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WHY DO PEOPLE RAID?

Socializers like activities that bring the whole guild online.

Page 49: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WHY DO PEOPLE RAID?

Killers like beating raid activities before other guilds.

Page 50: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

WHY DO PEOPLE RAID?

Because winning as a team is awesome.

Page 51: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

DESIGNING RAID ENCOUNTERSStarting point: they’re puzzle bosses.

Just like Mario, only with 25 people.

Page 52: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

PUZZLE BOSSESContrary to public belief, few are ‘tank and spanks’. Most require tactics, teamwork and personal skill to beat.

The fact other people are required is what makes them hard.

Page 53: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

SHARED MECHANICSPuzzles all players take part in require tools that all players have.

Tools all players have:

* Health

* Threat Management

* Ability to use acquired items

* Ability to use world items

* Positioning (Ability to Move and Jump)

Page 54: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

VENRIL SATHIR(Everquest 2)

* Summons ‘adds’ if any player has more than 60% or less than 20% power.* Applies a debuff that increases power consumption on ability use.

Page 55: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

POSITIONING Positioning is the most common shared mechanic, and is used heavily in most raid encounters.

(WoW positioning pics from Bosskillers.com)

Page 56: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

ENDURANCEHow long can you keep it up?

Page 57: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

SLEEPER

The first raid.

200 players. 10 billion HP. 4 hours.

Everquest

Page 58: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

RANDOMNESSForcing players to react is fun.

No-win random combinations is not.

Page 59: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

PRINCE MALCHEZAAR(World of Warcraft)

* Randomly sets non-tank hit points to be 1 HP for 7 Seconds.

* Randomly drops totems that deal damage to nearby players.

Page 60: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

CREATE NEW ROLESSpecialized jobs not needed all the time, but that go beyond ‘main tank’ and ‘healer’ to force unusual people to step up and go outside their comfort zone.

Page 61: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Requires Add Tanks to pick up spawns.

HAMIDAN(City of Heroes)

Page 62: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

VASHJ

* Striders spawn with Fear Aura. * Must be tanked at range.* Must be kited away from other players, especially tanks and healers (represented here by purple arrow)

(World of Warcraft)

Page 63: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

TOLERANCEHow many player deaths can occur before the attempt just falls apart?

Page 64: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

ARCHIMONDE(World of Warcraft)

* Randomly throws players in air for falling damage.

* Randomly DOTs players (must be decursed.

* Randomly drops flame trails to avoid.

* If anyone dies, the raid takes 3500 damage.

Page 65: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

ISSUES WITH RAIDS

Page 66: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

CONTENT-HEAVYMaking a raid game means committing to racing to get frequent content out to your players.

Page 67: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

REPETITIONPuzzles by their nature become pretty uninteresting once you know the trick.

Moreso when everyone’s got the loot.

Page 68: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

PLAYER STRATIFICATIONThe more players are spread out in terms of gear and levels, the thinner the recruiting pool.

At that point, you’re forced to let just about anyone into your guild.

Page 69: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

THE BENCHIf 25 people are needed to raid, the guild needs at least 35.

This results in 10 people with a “put me in, coach!” attitude.

Good guilds need a deep bench, but players won’t benchwarm forever.

Page 70: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

OVERPOWERED CLASSESIf there are a limited number of slots, certain classes perceived as vital or overpowered can take more than their fair share.

Page 71: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

ELDER GAME DESIGN CHALLENGES

Page 72: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

TECHNOLOGYCan your servers even handle 100 people in

the same space? Can the player’s client?

Page 73: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

TESTINGHow to Balance and QA a game meant to take

100 people weeks before tomorrow’s hotfix?

Page 74: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

FRAGILITYEndgame content often hinges on a couple of key people, especially leadership. If they have to take a night off, the guild may as well.

If they burn out and leave, the guild itself is threatened.

Page 75: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

CRITICAL MASSYour elder game may be unplayable without enough players.

This becomes especially a concern once the game starts to age.

Page 76: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

INTERFACEGUIs designed for newbies fall apart.

Page 77: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

World of Warcraft Basic UI

Page 78: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

CHALLENGES

World of Warcraft Advanced Raider UI (Fan developed).

Page 79: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

REQUIRED APPSShould you balance with the expectation

all players are using Voice and Threatmeters?

Is your elder game playable if you break them?

Page 80: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

HOMEWORKBeware of creating repeated ‘required’ work before the player can play –

especially consumables.

Page 81: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

GUILD MANAGEMENTPity the guild master who has to keep his motley crew together. And give him some tools.

Page 82: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

MATCHMAKINGThe game will be stickier if the player is in a guild he likes.

Don’t depend on serendipity.

Page 83: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

PREP WORKWhat if players don’t have the patience to grind to the

endgame they really would rather play?

What if they have to do it a second time?

Page 84: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Do massively multiplayer games need elder gameplay?

Page 85: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

“Massive” is our unique selling proposition.

Features that embrace that tend to capture the imagination.

WHY?

Page 86: Damion Schubert - Zen Of Design · Damion Schubert Lead Combat Designer Bioware Austin 15 Sept 2008. INTRODUCTION Designer Meridian 59, Shadowbane Bioware’sAustin Project Design

Questions?

Damion Schubert http://www.zenofdesign.com