Archives for lum-the-mad category


“Companies should just stop gold farmers.” It’s a consistent complaint in many games, with “gold” replaced by your game’s currency of choice. As complaints go, it’s right around “somebody should do something about all the problems” in terms of overall utility, but heck, no one likes the practice and it should just be eliminated, right? Well, as Scott Jennings has pointed out recently, it’s not quite that easy.

As Lum points out, there are several common misconceptions about the entire process. Among them are the idea that the game company doesn’t step in because they’re getting kickbacks, which is pointed out to fail the simple test of Occam’s razor. When developers want to get more money from an existing game, there are usually better ways to run it, such as the Champions Online model or the Dungeons and Dragons Online approach. He also tackles the infamous statement that the farmers are paying customers and therefore the company has even less incentive to stop them.

So if everyone hates RMT, why is it still around? The article briefly touches upon it, but We Fly Spitfires had a recent post that articulates more specifically: more people buy gold than would necessarily admit it. Since no one will admit to it, no one ever asks, and as a result there’s a large culture of silence that publicly despises it and privately takes part. In short? As long as there’s a customer base, the farming will continue. Food for thought all around.

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Why RMT won’t go away originally appeared on Massively on Fri, 20 Nov 2009 10:00:00 EST. Please see our terms for use of feeds.

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If there’s one thing that MMO gamers all agree on, it’s the short list of things we almost universally hate: cheaters, gold (or equivalent currency) farmers searching for your credit card, and bugs. Oh, the dreaded bugs. They do so much damage to your gameplay experience, why doesn’t the company just fix them? The inimitable Scott Jennings tackles this question in his latest column on game design, explaining that the main reason bugs don’t get fixed faster is because doing so is much harder than it seems.

As he points out, the architecture of an MMO is a tricky thing at the best of times, frequently only held together with the coded equivalent of a wing and a prayer. Some bugs are so massively detrimental to the game that they get to jump to the head of the class, but others are annoying and bad but not at the highest priority. Or — as sometimes happens despite everyone’s best efforts — fixing the bug would require doing so much damage to the rest of the game that it’s better to work around it. If you’re wondering why your favorite company hasn’t fixed a much-hated bug, this article should prove an interesting read.

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Scott Jennings discusses fixing bugs in live games originally appeared on Massively on Thu, 12 Nov 2009 13:00:00 EST. Please see our terms for use of feeds.

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Scott “Lum the Mad” Jennings, well-known blogosphere participant and game designer, has recently been working on a game that is now sadly canceled. This is bad both for the natural sadness of a game having been canceled and the voyeuristic MMO fan impulse to ask, “Well, what was it going to be?” We don’t know. The only reference made was to the cryptic in-joke name of John Deere Online. In his own words: “As a condition of my severance I can’t discuss a great deal, and anything I say here will most likely be picked up by the MMO news sites (wave, wave!).”

Well, he’s right about that last part. But neither waiting for him to change his mind nor camping outside his front door has yielded any new information, so perhaps we can take a look at more pieces of information and speculate? After all, we know of at least two of his co-workers. From them and from the little which Scott Jennings himself has said, we can derive the following bits of information: that they were working for 2K Games, developing an MMO based on an existing franchise, that the game would have been strategy-based, and that it might possibly have had something to do with tractors.

Considering that Jon Jones mentions on his LinkedIn page that he “created a series of low polygon highly optimized building models with a small set of textures that can be reused across that nation’s entire series of buildings appropriate to that age,” it’s difficult to argue with the conclusion that the team was working on a Civilization MMO. But 2K Games also could mean Elder Scrolls projects… which might be pertinent, as both Jon Jones and Matthew Weigel have been working on Dungeon Runners. It’s all idle speculation, sadly, and for all we know the game really would have been a massively multiplayer tractor simulator. (In which case it might even be for the best – lawnmowers would probably have been totally overpowered against seeders in PvP.)

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Unraveling the mystery of John Deere Online originally appeared on Massively on Fri, 30 Oct 2009 09:00:00 EST. Please see our terms for use of feeds.

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