GAME JOBS
Contents
The Realities Of A LEGO MMO
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  The Realities Of A LEGO MMO
by Brandon Sheffield [Business/Marketing, Design, Interview, Social/Online]
5 comments Share on Twitter Share on Facebook RSS
 
 
September 27, 2010 Article Start Previous Page 4 of 4
 

It seems like specific instances, or dungeons, or scenarios would be the best plan for that.

RS: Yeah, and it could be small integration points; maybe you see some of the characters from the Rebel Alliance walking around in the Universe occasionally, doing little cameo appearances. There's actually a whole rock stage, we could have guest stars show up and do a little rock music thing one day or something like that.



Ah, LEGO Rock Band, the most pointless of all the LEGO titles!

RS: My kid loves it.

Difficulty-wise, all the console games are super easy. How are you going to deal with that here? Is keeping in the same difficulty curve a concern here or not?

RS: I think we want to keep it familiar to the players of those games. A lot of people played those games and enjoyed them; there's definitely an emphasis on accessibility over complexity and challenge. Not to say there isn't challenge; it will be there, but we want to make sure it's accessible to a wider audience.

A super hardcore MMO raider that used to do 40-man guild raids might not find anything quite that deep and complex that requires so much coordination here, but there are elements of that here.

I've played MMOs for a long time, and I know people that consider their MMO of the day as a second job. I find it ridiculous that someone could mentally conceive of playing a game as work; it should always be fun.

You should be able to hop in, have fun, play on your property for a while, build something, oh maybe you don't have enough bricks for the idea you have, so you'll play the game some more, get some leaderboard stuff going with some of the minigames with your friends, a little bit of fun, indirect competition going on, do a little co-op, go back to your property, build some stuff, go to your friends property, give them some models to help them build their property up -- that's more of the loop we're going for. Your own creativity is driving the depth you will get out of the game.

And you're not really going for the hardcore guildies market anyway.

RS: Yeah, we're trying to take a more Pixar approach right now. Pixar makes family movies, but you can enjoy it, right? They have good technical execution, they take their stories seriously, there's entertainment value there for all ages, or there might be stuff that goes over the kids' heads that adults get. We're trying to do the same thing.

You'll probably see some pop culture references in the game that kids will be oblivious to, but an adult might enjoy it. Some of the depth in the abilities might be too deep for a younger kid, but they'll just enjoy seeing the cool effects and stuff while the adults can use it more strategically and tactically in the gameplay. We're trying to take that approach, but if you're a super hardcore raider… will you get hooked on the property stuff? I hope so, but it's not there for everybody.

Well, not everything has to target the hardcore.

RS: We just want it to be a fun game so a lot of people can play it, and if you're a fan of LEGO, it's just super cool to be your own minifig. You can take that character through a bunch of adventures and get cooler and cooler looking, and hopefully someday -- we're talking with the manufacturing guys -- you'll be able to order your minifig in real life, and even the models you build in real life, as well.

Most of the other popular LEGO games have come to console. What do you think about LEGO Universe doing that?

RS: I would love for our game to be on consoles. The problem with MMOs on consoles is just a business thing with platform holders. They're still trying to figure out how to make third party work in an MMO context. There's no technical reason why we can't be on there. I would love to see it happen.

Square Enix seems to have figured it out. They're doing it for the second time, with Final Fantasy XIV.

RS: Yeah, and there's a lot of discussion that goes on, and they're starting to figure out what they can do, but a lot of it comes down to who controls the service and the servers. LEGO treats their consumers very close to them; they don't want to give up control to anyone else because it's a trusted relationship they have. They've built a lot of trust with their fans over the years, and the platform holders feel the same way about their consumers, so a lot of it has to do with figuring out what to do on the business side of that.

 
Article Start Previous Page 4 of 4
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
Comments

Shay Pierce
profile image
Interesting project!



"...hopefully someday -- we're talking with the manufacturing guys -- you'll be able to order your minifig in real life, and even the models you build in real life, as well."



This part is interesting to me. I blogged about this before, but I wonder why they don't push this farther, and even go in the other direction: have a way to "scan" your real-world Lego creations and bring them into the game. If you made Lego pieces with microchips inside that could all "talk" to each other, I'd think it would be easy to plug that into a PC and determine the "anatomy" of an entire Lego creation.



I'm also surprised that they seem to be rejecting microtransactions to such an extent. Parents are already used to being "nickel-and-dimed" by Lego, I think: you have to pay money to get a pack of physical Lego blocks, right?



You'd think they would do this in the game, selling themed packs of Lego blocks, etc. I guess it's not that much of a concern for them though - they're right, their license gives them the clout to make it subscription-based, and if you CAN get those monthly fees, there's little reason not to, from a business point of view.

Joe Rheaume
profile image
I haven't played it lately because of Minecraft, but I'm in the Lego Universe beta and I think it's a blast (I'm 30). Not just the MMO + fun Lego platformer aspect, but there are a whole lot of compelling mechanics and fun content. I'll definitely consider subscribing for at least a little while.

Christopher Thigpen
profile image
Yay! I am a published editor!



:)

Lorenzo Wang
profile image
MTX is an inferior scheme for LEGO for a couple reasons. Firstly, while I haven't played the game, it doesn't look like the kind where there are items of substantial competitive advantages, nor an avatar with a competitive advantage that you'd want to customize and show off. Therefore you'd be MTXing for customization, but once someone's creative needs are satisfied, they won't pay. Worse, seeing MTX options they can't afford may lead them to find new and free ways around it.



Second, the game inherently bases it's gameplay loop on player investment. It's better to use subs to charge "access" to that investment, so that a fully invested player will continue to pay even when they have nothing new to aspire to. Subs are like the mortgage you pay for the right to live in your house and not forfeit your equity. MTX is like that Ikea Catalog that you get every month but start ignoring once you've decked your place out.



I also totally agree with the "nickel and diming" effect, as the experience of buying tangible toys is different than virtual goods, least in this country. LEGO toys sit on shelves until you voluntarily travel to the store to make a purchase, unlike the constant upsell that an online game would have to depend on if it were to MTX new content.

Shay Pierce
profile image
For the first paragraph I wondered why you were talking about Methotrexate.


none
 
Comment:
 




UBM Tech