The most popular posts
in the last 7 days
- WoW loses another 100,000 subscribers 154 comments
- The Daily Grind: What dead game would you play in a second if it revived? 88 comments
- The Daily Grind: What's the highest sub fee you'd pay? 86 comments
- BioWare kicks off Star Wars: The Old Republic Q&A Fridays 76 comments
- Earthrise shutting down today 69 comments
Massively Speaking Podcast
Massively Speaking Episode 185: Bree-to-play
Latest episode: Tuesday, February 7th, 2012



Reader Comments (1)
Posted: Nov 16th 2009 2:47AM Anatidae said
For instance, if the goal is to have a player driven economy, one method to that is to have an auction house. Often developers dump the auction house on us players and defend or ignore it's shortcomings (if, say, there are some). Instead, they might communicate that they really want us players to have an economy and ask something like, "What do you need first of all in an auction house?"
MMOs are rather special in that you actually have a large base of players to solicit ideas from. And you can even have a huge ego doing it. If anything, we players want developers who have a clear goal and the drive to achieve it, which takes ego. However it appears to me that most developers get too invested in their methods to achieve the goals instead of constantly evaluating them and adjusting accordingly.
Another example. If someone says an ability is over powered, the developer might ask the community for their suggestions on how it can be balanced next to a similar or opposite ability. Let the community suggest ideas. Maybe some the developer actually implements, and maybe even gives credit for the help. Moderate the discussion without defending their system, but keeping the goal in sight. Basically - lead the masses.
That, to me, would be very cool communication.