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Monday 6 October 2008
The Top 11 Lessons From Warhammer Online

"Session coders and artists can be put around that core team," he said, "but protect the band, because they are the ones who will make that game."

Barnett cautioned against letting so many team members chip in ideas that it leads WoW Gold to feature creep. "Everyone on the team from designers to coders will try to expand upon it and before you know where you are you no longer have your core idea anymore," he said.

Lesson 4: Teach Old Tricks To New Dogs

He compared a video game development team to a band - each has a core team of creative people surrounded by a larger team WoW Gold of people to help get the product done. As an example, he brought up The Beatles and their legendary recording Sgt. Pepper's Lonely Hearts Club Band, which featured hundreds of instrumentalists and a dozen engineers, but was essentially the creative work of the four core WoW Gold band members.

He pointed to Counter-Strike as a good example of a game that stuck to its core ideas without pretensions. There are "no tech trees, no increasing stats, no going to the moon," he pointed out. "Trust your core idea."

Put another way, 80 percent of an MMO should be things gamers already expect an MMO to have, and 20 percent of it should be "crazy."

Lesson 2: Build Your Band

"Game diplomas are no good," declared Barnett. "What you need to do is put them in a shed, get them to write numbers into a spreadsheet for three years and then throw everything they’ve done in the bin. In front of them. This is how you learn."

Paul Barnett, creative director at Mythic Entertainment, is currently deep in the development trenches working on Warhammer Online: Age of Reckoning.

Barnett characterized a great game as being comprised 80 percent of what they are "meant" to do, and 20 percent "the madness that will lead you to glory or lead you to your ruin."

He showed up at the Develop conference in Brighton, England to deliver a talk entitled "Lessons Learned from the Frontline of Warhammer Online," which, as one might expect, consists of a number of concise recommendations to other game developers, based on his team's own experiences.

"Not brand, band," Barnett confirmed. "You will find people who will lie to you and tell you we’re the movie industry. This is a lie, other than the fact neither of us can schedule and that some people are paid too much and some too little. We are more like the music industry."

Lesson 3: Great Games Are 80% What They're Meant To Do

Lesson 1: Stick To Your Core WoW Gold Idea
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