Lessons
I got my start in the industry back in 2001. Since then, I’ve learned a lot of lessons about game design and development in general. For the past few years, I’ve jotted a few of these lessons down. You can see them all in the MMO Lessons category, but I’ve gone ahead and started to list the one-liners on this page as well for easier scanning. If you have an idea for a lesson I can add or have further questions about any of them, feel free to contact me at
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.MMO Development Lessons
- Do not launch an unfinished product
- Launch dates matter
- No feature creep
- Design the game for your audience, not for yourself
- Your company’s reputation matters
- Resist the desire to make frequent, minor tweaks
- No MMO that came before yours was perfect
- Quality is paramount
- Technology doesn’t sell
- Be careful when “planning ahead” technologically
- Technological accessibility means making your game work well for a broad range of systems
- Soloing is not an abomination
- Don’t half-ass anything
- Add features because they are fun; don’t add features if they aren’t
- Make a great game first
- Don’t be different for the sake of being different
- Every feature demands a sacrifice
- Quality assurance is not a four letter word
- Make decisions
- It’s better to start with a great shell than a jumbled mass of crap
- A good idea stands on its own
- Just because you have a good idea doesn’t mean it’s a good idea to implement it
- Inconvenience doesn’t make a game challenging, it makes it less convenient
- Know when to stop adding features
- A game is only as strong as its weakest feature
- Make cancellation easy
- Make it easy to come back
- Perception is reality
- Play your game
- A “required feature” for your genre may not be required for your game
- Too many options are too many
- Players should be making informed decisions
- If a decision can logically be altered, let the player change their decision
- Finish your game before launch
- Players are the x factor of MMOs; if a player can do it, they will do it
- Without the risk of failure there is no risk of success
- Create memorable moments
- There’s still room for kill quests in your game
- Be mindful of where you set your quality bar
- Passion and talent on your development team can take you far, but business and management are just as vital
- Don’t sacrifice fun for the sake of story
- Do not violate the narrative of your world
- Know when to stop
- Don’t be afraid to ask for help
- Remember than an MMO is multiplayer
- Remember than an MMO is social
- Time is a player’s most precious resource
