<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	>
<channel>
	<title>Comments on: The Fatal Flaw of Public Quests</title>
	<atom:link href="http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/</link>
	<description>Game design, development, and industry commentary by MMO Game Designer Ryan Shwayder.</description>
	<pubDate>Fri, 09 Jan 2009 13:22:12 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.7</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Sunday Sampler - 21 September 2008 &#124; The White Lion Blog</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-80321</link>
		<dc:creator>Sunday Sampler - 21 September 2008 &#124; The White Lion Blog</dc:creator>
		<pubDate>Sun, 21 Sep 2008 14:28:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-80321</guid>
		<description>[...] takes on The Fatal Flaw in Public Quests &#8212; critical mass. Too few players you can&#8217;t complete the quest, too many and it&#8217;s [...]</description>
		<content:encoded><![CDATA[<p>[...] takes on The Fatal Flaw in Public Quests &#8212; critical mass. Too few players you can&#8217;t complete the quest, too many and it&#8217;s [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Journeys with Jaye &#187; We&#8217;re Not Press, but WAR *is* Everywhere!</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-80304</link>
		<dc:creator>Journeys with Jaye &#187; We&#8217;re Not Press, but WAR *is* Everywhere!</dc:creator>
		<pubDate>Sat, 20 Sep 2008 21:52:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-80304</guid>
		<description>[...] slightly ridiculous that the same people over and over are making it personal, and rejecting any thoughtful criticism about this particular [...]</description>
		<content:encoded><![CDATA[<p>[...] slightly ridiculous that the same people over and over are making it personal, and rejecting any thoughtful criticism about this particular [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chris F</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-80185</link>
		<dc:creator>Chris F</dc:creator>
		<pubDate>Sat, 13 Sep 2008 14:51:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-80185</guid>
		<description>Most PQs with the right class mix through the first 2 tiers are very much doable with 4 people once you know what you are doing and are level appropriate. Still better with more but at least you won't be missing out on content.

Like a lot of things in this industry newer games tend to learn from previous releases so it will be interesting to see if WAR abandons older content like WoW when the playerbase has outgrown an area or if lessons were truly learned.</description>
		<content:encoded><![CDATA[<p>Most PQs with the right class mix through the first 2 tiers are very much doable with 4 people once you know what you are doing and are level appropriate. Still better with more but at least you won&#8217;t be missing out on content.</p>
<p>Like a lot of things in this industry newer games tend to learn from previous releases so it will be interesting to see if WAR abandons older content like WoW when the playerbase has outgrown an area or if lessons were truly learned.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Shalkis</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-80183</link>
		<dc:creator>Shalkis</dc:creator>
		<pubDate>Sat, 13 Sep 2008 14:27:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-80183</guid>
		<description>When you say "make sensible choices to maintain the best experience for the real population loads of the areas", do you mean tweaking mob spawn rates and other variables according to population density?  Or perhaps something else? Because if it's the former, I could imagine that the live team would be quite busy. Or lagging behind changing player demands. Making an algorithm to do that would require much more work up front, but it would be low-maintenance.</description>
		<content:encoded><![CDATA[<p>When you say &#8220;make sensible choices to maintain the best experience for the real population loads of the areas&#8221;, do you mean tweaking mob spawn rates and other variables according to population density?  Or perhaps something else? Because if it&#8217;s the former, I could imagine that the live team would be quite busy. Or lagging behind changing player demands. Making an algorithm to do that would require much more work up front, but it would be low-maintenance.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Paul Barnett</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-80179</link>
		<dc:creator>Paul Barnett</dc:creator>
		<pubDate>Sat, 13 Sep 2008 06:45:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-80179</guid>
		<description>

Not one to be defensive but we have a big design document on PQ's, one of the jobs of the documents is to pick holes and look at nasty possible problems linked to thinks like player abuse, ganking and low or overly high population changes. The document has this point in it and covers what we want to do about it through live development.  Its hardly a fatal flaw that populations migrate through the development of a MMO's life. Nor is it a flaw that the current system would struggle to be fun with a much lower population. It just places a burden on the live team to monitor, scale and make sensible choices to maintain the best experience for the real population loads of the areas. Just as you have to re-vist raids and downgrade the amount of people required in line with your active level population so too do you have to tinker with all your content. It was highlighted (lemmi check) June 2007.

The early PQ's for instance have a greater range of loot and more loot drops right now because the influx of players will be higher at launch, that will be dropped back as the population in those areas drops off. 

Rather than fatal flaw I would have called it..

Considerations for long term live running of your game...

As for the anit social point, I doubt you can design for mind sets, but we have designed with posative grouping and posative grouping rewards. The mind set thing we leave to the whirling clockwork that happens behind peoples eyes.

Hope that helps give you a bit of comfort on these things.

Paul</description>
		<content:encoded><![CDATA[<p>Not one to be defensive but we have a big design document on PQ&#8217;s, one of the jobs of the documents is to pick holes and look at nasty possible problems linked to thinks like player abuse, ganking and low or overly high population changes. The document has this point in it and covers what we want to do about it through live development.  Its hardly a fatal flaw that populations migrate through the development of a MMO&#8217;s life. Nor is it a flaw that the current system would struggle to be fun with a much lower population. It just places a burden on the live team to monitor, scale and make sensible choices to maintain the best experience for the real population loads of the areas. Just as you have to re-vist raids and downgrade the amount of people required in line with your active level population so too do you have to tinker with all your content. It was highlighted (lemmi check) June 2007.</p>
<p>The early PQ&#8217;s for instance have a greater range of loot and more loot drops right now because the influx of players will be higher at launch, that will be dropped back as the population in those areas drops off. </p>
<p>Rather than fatal flaw I would have called it..</p>
<p>Considerations for long term live running of your game&#8230;</p>
<p>As for the anit social point, I doubt you can design for mind sets, but we have designed with posative grouping and posative grouping rewards. The mind set thing we leave to the whirling clockwork that happens behind peoples eyes.</p>
<p>Hope that helps give you a bit of comfort on these things.</p>
<p>Paul</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: REVIEWGAMESPOT.COM &#187; Blog Archive &#187; My WAR open beta</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-80178</link>
		<dc:creator>REVIEWGAMESPOT.COM &#187; Blog Archive &#187; My WAR open beta</dc:creator>
		<pubDate>Sat, 13 Sep 2008 04:00:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-80178</guid>
		<description>[...] which would have been the alternative for getting equipped. As Ryan Shwayder&#8217;s Nerfbat says, public quests don&#8217;t work all that well when too few people are online. Between the registration issues and the lower population caps for beta servers, there [...]</description>
		<content:encoded><![CDATA[<p>[...] which would have been the alternative for getting equipped. As Ryan Shwayder&#8217;s Nerfbat says, public quests don&#8217;t work all that well when too few people are online. Between the registration issues and the lower population caps for beta servers, there [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Warhammer Public Quests Problem at Kill Ten Rats</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-80136</link>
		<dc:creator>Warhammer Public Quests Problem at Kill Ten Rats</dc:creator>
		<pubDate>Thu, 11 Sep 2008 17:18:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-80136</guid>
		<description>[...] while back I read at The Cesspit and Nerfbat about some issues Warhammer Online will face. One quote: Too many parts of Warhammer&#8217;s core [...]</description>
		<content:encoded><![CDATA[<p>[...] while back I read at The Cesspit and Nerfbat about some issues Warhammer Online will face. One quote: Too many parts of Warhammer&#8217;s core [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nerfbat &#187; Public Quests Are Antisocial</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-80121</link>
		<dc:creator>Nerfbat &#187; Public Quests Are Antisocial</dc:creator>
		<pubDate>Thu, 11 Sep 2008 13:07:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-80121</guid>
		<description>[...] already commented about how I think Public Quests in Warhammer Online will be underutilized to the point that [...]</description>
		<content:encoded><![CDATA[<p>[...] already commented about how I think Public Quests in Warhammer Online will be underutilized to the point that [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: WARs Public Quests &#171; theBanstick</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-79978</link>
		<dc:creator>WARs Public Quests &#171; theBanstick</dc:creator>
		<pubDate>Thu, 04 Sep 2008 18:31:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-79978</guid>
		<description>[...] Ryan&#8217;s Nerfbat: &#8220;I suspected that they would dynamically scale public quests based on the number of players [...]</description>
		<content:encoded><![CDATA[<p>[...] Ryan&#8217;s Nerfbat: &#8220;I suspected that they would dynamically scale public quests based on the number of players [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: makkaio</title>
		<link>http://www.nerfbat.com/2008/08/27/the-fatal-flaw-of-public-quests/comment-page-1/#comment-79953</link>
		<dc:creator>makkaio</dc:creator>
		<pubDate>Wed, 03 Sep 2008 06:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=671#comment-79953</guid>
		<description>Fatal flaw or intended consequence?  I agree with Ryan about the flaws and how they can be fatal to the public quest system.  However, was the flaw intentional?  Is it like the local grocery store giving away free eggs on Sunday?  Are public quests disposable to the devs?  Well, at the lower levels that is?  At higher levels, you can do the same PQs again and again and gain influence.  If influence is important, I think PQs will remain important, but at the higher levels.</description>
		<content:encoded><![CDATA[<p>Fatal flaw or intended consequence?  I agree with Ryan about the flaws and how they can be fatal to the public quest system.  However, was the flaw intentional?  Is it like the local grocery store giving away free eggs on Sunday?  Are public quests disposable to the devs?  Well, at the lower levels that is?  At higher levels, you can do the same PQs again and again and gain influence.  If influence is important, I think PQs will remain important, but at the higher levels.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
