Re: Massively's NYCC Interview (there may yet be hope!)
I agree with everything,
On that note...
The iphone has been successful because the way it interacts with humans. It's intuative. You want the next picture you took, push the old one out of the way. You want the screen to zoom...etc.
(android based phones jumped all over this because it. is. a. system. that. works.)
Windows 7 got rave reviews and much praise because it improved peoples experience when dealing with their personal computers. It's stable, it corrects itself with updates that aren't annoying, it adapts to the way the user wants it to look...etc.
(i mean it pretty much saved microsofts ass after the vista debacle)
Video games have gone from a stick with a button, to a rectangular "pad" with a direction button and "A" and "B", to the xbox 360 and ps3 current controllers, to the Wii and it's cousins (360 and ps3 versions)
And they have been progressing along just as phones and computers have been,
However....
When we as human's, score a hit, we have a problem with making that "hit" better.
For instance, and i'm going to use WoW in this example:
Blizzard came out with their Fantasy MMO, it's interface was amazingly smooth, it's foundation was adaptablitly, and it allowed millions of different players to experience the same virtual universe in millions of different ways, while maintaining the experience be "virtually" the same for everyone else. Not only did it do this, but the creators, happy with what they made, realized that it's evolution would be it's key to success. Them taking an active role in it's growth and development by listening to it's users feedback and improving things as time goes on, have set them at the fore front of MMO's.
It's not cause their story is the best, it's not cause their universe offers the hardest challenge, and it's not because their graphics have stood the test of time. No, it's because when a person sets down to look into the world of Warcraft, he/she can look in, how he/she want's to look in.
The concept of a little character that takes action against other things is pretty simple. Every MMO copy's this concept, but the successful ones are the ones that structure the user in just the right ammount that they feel completely in control of their little character. Trudging through menu's doesn't feel like i'm in control, it feels like I could move faster but some "thing" is holding me back.
This interview the only thing I could take away from it was sundai saying "Nope".
Hey shepard, you giving SE any more of your money? "Nope".
I agree with everything,
On that note...
The iphone has been successful because the way it interacts with humans. It's intuative. You want the next picture you took, push the old one out of the way. You want the screen to zoom...etc.
(android based phones jumped all over this because it. is. a. system. that. works.)
Windows 7 got rave reviews and much praise because it improved peoples experience when dealing with their personal computers. It's stable, it corrects itself with updates that aren't annoying, it adapts to the way the user wants it to look...etc.
(i mean it pretty much saved microsofts ass after the vista debacle)
Video games have gone from a stick with a button, to a rectangular "pad" with a direction button and "A" and "B", to the xbox 360 and ps3 current controllers, to the Wii and it's cousins (360 and ps3 versions)
And they have been progressing along just as phones and computers have been,
However....
When we as human's, score a hit, we have a problem with making that "hit" better.
For instance, and i'm going to use WoW in this example:
Blizzard came out with their Fantasy MMO, it's interface was amazingly smooth, it's foundation was adaptablitly, and it allowed millions of different players to experience the same virtual universe in millions of different ways, while maintaining the experience be "virtually" the same for everyone else. Not only did it do this, but the creators, happy with what they made, realized that it's evolution would be it's key to success. Them taking an active role in it's growth and development by listening to it's users feedback and improving things as time goes on, have set them at the fore front of MMO's.
It's not cause their story is the best, it's not cause their universe offers the hardest challenge, and it's not because their graphics have stood the test of time. No, it's because when a person sets down to look into the world of Warcraft, he/she can look in, how he/she want's to look in.
The concept of a little character that takes action against other things is pretty simple. Every MMO copy's this concept, but the successful ones are the ones that structure the user in just the right ammount that they feel completely in control of their little character. Trudging through menu's doesn't feel like i'm in control, it feels like I could move faster but some "thing" is holding me back.
This interview the only thing I could take away from it was sundai saying "Nope".
Hey shepard, you giving SE any more of your money? "Nope".
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