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Category Archives: Design
Proximity Breeds Endearment
Here’s another example of where our brains trick us into enjoying things in spite of ourselves. I was reading a book of folk tales and I got to the story of The Snow Queen. It is about two innocent children … Continue reading
Posted in Design
3 Comments
Retention and Rebound
Rage-Quit vs. Yawn-Quit Long ago, when my friends and I were playing EverQuest, one of our party members decided to do some soloing after everybody else had gone to bed. He fell into a pit and died. In EverQuest, you … Continue reading
Posted in Design, Production
7 Comments
More on Classed vs. Unclassed Games
I’ve read a lot of really great posts as a result of my hornets-nest stirring post about how classes are better than unclassed games. Some rebuttals have been pretty smart and have changed my mind about a number of things. For … Continue reading
Posted in Design
26 Comments
Classes vs. Open Skill Systems
A few years ago, I was interviewing for a systems designer gig. The design interviewer had been at Turbine many years prior, so we vaguely knew each other from there, but she needed to know how much I’d grown as … Continue reading
Posted in Design
45 Comments
Beginner’s Luck and Expert’s Intuition
We’ve all grouped with great healers. It’s not really very hard to be a great healer: just keep track of all the little health meters and make sure nobody dies. But have you ever been in a group where the … Continue reading
Posted in Design
3 Comments
Joust is Not Coming Back
One hard lesson that new developers have to learn is that not all game difficulty is equally fun. Some types of difficulty are perceived as fair, but other types are perceived as unfair… or worse, buggy. The classics can teach … Continue reading
Posted in Design
16 Comments
There Shouldn’t Be A Signup Form
When I buy a AAA game from the store, I have a vested interest in liking the game. I’ve plonked $60 down for it, so there’s less of a chance I’ll abandon it just because the installer is annoying, or … Continue reading
Posted in Design
15 Comments
Don’t Reverse Your Conventions After Six Years
I’ve been fascinated with Cataclysm, the latest World of Warcraft expansion, since I first heard about it. In many ways this expansion is a live team’s dream: an opportunity to fix the whole goddamned mess that the previous teams have … Continue reading
Posted in Design
11 Comments
How To Balance an MMO, And How To Stop
Can you perfectly predict the weather? No, because it’s too complex — the “chaos factor” makes it impossible to perfectly predict. The same holds true of the balance of any modern MMO. This may be surprising. We create every aspect … Continue reading
Posted in Design
9 Comments
Being Aware of Genre Conventions
It is December of 2002, and Asheron’s Call 2 has been launched for a month. It is already clear that the game is not going to be a huge success, but I still want to work on it. I have … Continue reading
Posted in Design
26 Comments
