Rob Pardo Discusses Multiplayer Game Design
6:00 AM | Cord Kruse | Comment on this story
WoWInsider has posted a detailed description of a speech given by Blizzard's Rob Pardo at the Game Developer's Conference in San Francisco. The discussion covered the company's design philosophy for developing multiplayer titles, specifically their MMO juggernaut World of Warcraft.
Q: What's your opinion on cross-server interaction? Check out the full article at the link below.
WoWInsider: GDC 08 Rob Pardo Presentation
A: When we first developed WoW we wanted the realms to be communities in and of themselves. But it's something we've slowly been softening our stance for -- you can see this already in cross-realm battlegrounds. In the future we might consider doing cross-server chat.
Q: You were saying about not letting super-weapons into the game...
A: In a competitive player versus player game you want to avoid weapons, skills, tactics, that one player can get that the opposing player doesn't feel they can realistically stop. As an example, in Descent 2, they introduced powerful weapons -- a new player could pick up a power-weapon and one-shot you. You don't want that.
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