One of the challenges of MMO design (heck, maybe THE challenge) is that all of the systems have to work together in an intricate fashion. One bad feature can topple the whole experience. If dungeons are based on combat, and the combat is mediocre, then the dungeons are mediocre.
One of the most INSANE things I have ever experienced online, specifically VRChat, is that someone completely recreated Kmarts with working scanners, p.a. systems, and more - and have a Discord with 3,000 people that occasionally roleplay working here unironically.
#vrchat
Last year, I helped build and scale a new Design team in the Canadian government under very scrappy conditions.
7 understatements I learned by doing design together 🧶:
1. The design process rarely feels structured, or finished.
@Matthijz Haha :D
I guess this type of uncertainty sucks for you and the Twirlbound crew on another level, as you've built a lot of cool custom tooling for that engine.
@nandorocker Indeed! I like to think about it in terms of fairness:
Did the game give me a fair shot at the challenge (based on the factors you've listed above, among others)?
Fair enough, you've kindled my ambition. If not, lame. Except you are Dark Souls.
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23% der Erstwähler*innen haben bei der #btw21 die #FDP gewählt. Nachdem jetzt die erste Verwunderung und Aufregung verflogen ist, möchte ich mit diesem ausführlicheren Thread einen Erklärungsversuch wagen: