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Hero 108: Online: User Friendliness... What Does it Mean?

StraddenStradden Managing EditorMember CommonPosts: 6,696

In one of the strangest developer journals we've seen in quite some time, Hero: 108 develeoper CremeBrulee pens his thoughts on user friendliness and what it means to the devs of Hero: 108.



CremeBrulee here from Gamania Digital Entertainment (US), what’s up? 


 


So we’ve got this little game called Hero: 108 Online ready to burst through the gates and onto your computer screens.  Well, it’s not really little.  It’s been in development for a few years, even before that crazy Hero: 108 cartoon hit your television screens.  What?!  You haven’t seen it yet?!  What’s wrong with you?!  Fail.


 


If you want to be one of the cool kids, head on over to http://www.hero108online.com to learn more about the game.  If you have a hankerin’ to find out what everyone’s raving about, namely the cartoon, check out http://www.hero108.tv.

Read User Friendliness... What Does it Mean?

Cheers,
Jon Wood
Managing Editor
MMORPG.com

Comments

  • jewheadjewhead Member Posts: 4

    "If you want to be one of the cool kids.." fail.

  • MehveMehve Member Posts: 487

    Well, after sorting through the blog posting, it seems that this game is set on removing any possible confusion as to what a player in supposed to do next. And were I less charitable, I'd be suggesting that this may be indicative of their target market's expected intelligence level.

    But since I'm not, I'll at least say that while seeing how a bunch of quests link together isn't a bad idea, things like the dynamic compass arrow are total exploration killjoys. And are a weak substitute for clearly worded quest descriptions coupled with useful, labelled maps.

    A Modest Proposal for MMORPGs:
    That the means of progression would not be mutually exclusive from the means of enjoyment.

  • MaelkorMaelkor Member UncommonPosts: 459

    They need to take user friendliness to the next level. They need a button one can push when someone is ready for the next level. I mean how unfriendly of a game to make you actually do something to level and get gear and everything. Next they need a spawn mob key so you can instantly spawn whatever mob you are ready to kill at an instants notice and a teleport everywhere key so you dont  have to be bogged down by travel. Also while we are at it a create gold key so you dont have to farm mobs hours on end just to buy something. I mean that would be the ultimate in user friendliness wouldnt it?

  • GruntyGrunty Member EpicPosts: 8,657

    Originally posted by Mehve

    Well, after sorting through the blog posting, it seems that this game is set on removing any possible confusion as to what a player in supposed to do next. And were I less charitable, I'd be suggesting that this may be indicative of their target market's expected intelligence level.

    But since I'm not, I'll at least say that while seeing how a bunch of quests link together isn't a bad idea, things like the dynamic compass arrow are total exploration killjoys. And are a weak substitute for clearly worded quest descriptions coupled with useful, labelled maps.

    That's easy. There is nothing to explore.  To get to a quest you either go left or you go right. Either way you follow a quest line that will have you pass through a couple of zones that are maybe 400 feet long each and possibly 100 feet deep until you get to the last zone in that direction.  Once you finish quests in that direction you go back to town and start the quest line that takes you in the other direction.

    It's a less complex three dimensional Dungeon Fighter Online.

    "I used to think the worst thing in life was to be all alone.  It's not.  The worst thing in life is to end up with people who make you feel all alone."  Robin Williams
  • GTwanderGTwander Member UncommonPosts: 6,035

    < Still waiting on a Mucha Lucha MMO.

    Writer / Musician / Game Designer

    Now Playing: Skyrim, Wurm Online, Tropico 4
    Waiting On: GW2, TSW, Archeage, The Rapture

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