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End-Game Primacy: Introduction

This month’s posts are going to go a bit more abstract and theoretical than the last few I’ve written. This is intentional. While talking about popular upcoming games might draw more traffic to the site, I feel that recently I have not put enough of myself into this blog. I love talking about other games because I love playing them, but those other games were never meant to be the centerpoint (at least not until I’m making them). So today I want to share a working theory I have about how to improve the quality of MMOs today. This theory has developed over time based on reading, personal observation and experience, and many conversations with friends patient enough to listen to me.  Here is is up front:

End-game primacy is the idea that the bulk of any MMO development time needs to be spent on maximizing end-game content and that this goal is best achieved by embracing complex systems driven by player interaction, rather than static content.  Or put a different way: an MMO’s real story begins after the scripted story ends.

To keep this manageable, I broke my ideas down into three sections.  Publishing each part on different days might drive more traffic to the site, but I decided I would rather put this all out at once since it needs to stand together.  If you already agree with end-game primacy after reading the short version above, free free to skip to part 3 where I offer some ideas on how to implement it.  If you want to see how I came to the theory, go onto part 2.   Or if you want to see me talk about some basic concepts related to MMO business models, head to part 1.  I hope that this breakdown will also make it easier for people to comment on various sections.  Since this is the first time I’m posting this way, please provide feedback if you prefer this format for longer posts.  And with that out of the way, I give you my opus:

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  1. July 8, 2012 at 7:24 pm
  2. July 8, 2012 at 7:26 pm
  3. July 8, 2012 at 7:32 pm

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