Stuffed a few GDC Online articles into existing threads, but some just won't fit...
GDC Online: Battle.net's Canessa - Building Gaming Networks Is Harder Than You Think
http://gamasutra.com/view/news/3086..._Gaming_Networks_Is_Harder_Than_You_Think.php
EDIT:
GDC Online: Brian Reynolds' Wild West In Social Design
http://www.gamasutra.com/view/news/30848/GDC_Online_Brian_Reynolds_Wild_West_In_Social_Design.php
GDC Online: Battle.net's Canessa - Building Gaming Networks Is Harder Than You Think
http://gamasutra.com/view/news/3086..._Gaming_Networks_Is_Harder_Than_You_Think.php
In a postmortem for Blizzard's Battle.net at Austin's GDC Online today, project director Greg Canessa warned developers about underestimating the difficulty of creating an integrated online gaming network.
"It's really hard designing and building this stuff," said Canessa, who was also a key leader in the development of Xbox Live at Microsoft. He said it's a "common and frequent" misconception that developing an integrated online gaming network is an easy task. "Design iteration is just as important here as it is with game titles," he said.
The new version of Battle.net launched alongside July's release of StarCraft II, which is tightly woven into the Battle.net system. Canessa revealed that Blizzard had been developing and iterating on the network since 2007, making changes right up to StarCraft II's launch. "Build enough time into your schedule to iterate on these services," he advised.
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EDIT:
GDC Online: Brian Reynolds' Wild West In Social Design
http://www.gamasutra.com/view/news/30848/GDC_Online_Brian_Reynolds_Wild_West_In_Social_Design.php
Reynolds hoped to figure out ways to make games "more social than they had been," and to use design skill to weave key lessons from Zynga's other successes into a new title. "We weren't trying to launch out in a radical new direction," he points out.
For example, hoping to make the "visiting behavior" that helped popularize FarmVille more social, one of the first things Reynolds wanted to do was give players the ability to click on anything on a neighbor's homestead. This represented an expansion on the far fewer options that FarmVille allowed.
And in FrontierVille, the environment pushes back, requiring players to clear and explore it -- something that "goes back to a classic game design pattern that [was part of] a lot of the games that I worked on," he explains. Refining the environment and receiving a reward for it is part of the Civilization games, for example.
But are these the elements that make FrontierVille fun? Reynolds says that the "Sid Meier school of game design" says that designers have to build, prototype and experience a design to find the fun -- it can't all be conceived on paper.