Creating Missions in Veure

Creating missions in Veure is probably the most challenging issue in the game. Not only is it technically complex, but in terms of game design, it's very easy to get wrong. If you get missions wrong, it's easy for the game to be a dud. So today I'm going to talk about how World of Warcraft got their missions (er, quests), so very wrong, yet still became the most wildly successful MMORPG of all time.

See that quest on the right? That's a level 6 quest named "A Putrid Task". All you have to do is bring seven "Putrid Claws" to Deathguard Dillinger in Brill. There is nothing challenging about this. Go out, find the claws, pick 'em up and bring 'em back. However, this is where it gets interesting. Let's jump ahead to a typical level 42 quest in World of Warcraft.


Recently someone posted about an online job:

Well, that looks interesting, except that what interested me wasn't the job, it was the information the ID tells us about (though I suspect it's not something they're worried about).

Veure Update: Missions

Just a quick update for those who are following the progress of Veure. Here's the current character stats page.

That's just a hint of some of what's new.

What Do Managerless Companies Look Like?

I'm please to say that my opening keynote at YAPC::EU 2014 in Sofia, Bulgaria, "You're Killing Managers (keep it up)" was the second highest rated talk at the conference (I was narrowly beaten out my Matt Trout's excellent "State of the Velociraptor" keynote). Thanks again to everyone who made that a great conference and for putting the videos online.

I spend a bit of time in that talk discussing Ricardo Semler. His company, Semco, has 3,000 employees and almost a quarter of a billion in annual revenue. You should read more about them.

Please share this talk with others.

Legal Issues in Game Software Creation

Note: I am not a lawyer and the following should not be considered legal advice. Double-check everything and hire a lawyer.

As I continue to work on Veure, I have the added fun of less time spent working on it while I try to understand the legal problems. If you're going to create and publish your own game, you'll invariably hit legal issues. What's worse, you might discuss them publicly and some bright spark will vaguely remember an online article, dumbed down for mass consumption, regarding a complicated libel lawsuit for the print industry and swear up and down that it applies to you. They won't supply a link.

In fact, software games seem to have some peculiar legal issues all their own, compounded by the fact that they're often indie games created by hyper-intelligent, well-read individuals who either don't think of legal issues or assume they already understand them. On the off chance that they're right about a given issue, there's also one tiny detail they often overlook.

About Ovid

user-pic Freelance Perl/Testing/Agile consultant and trainer. See for our services. If you have a problem with Perl, we will solve it for you. And don't forget to buy my book!