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Category Archives: Design
Innovation or History?
Tobold, my favorite MMO-player everyman, recently posted a short piece on the value of combat targeting. He seems pleased that the developers of both Darkfall and Age of Conan tried to do something new with combat, but notes that the … Continue reading
Posted in Design
11 Comments
Designing For An IP
The past few days I’ve been helping prepare a pitch for a roleplaying game based on a kid’s cartoon. I can’t say the cartoon is my favorite, but I really have enjoyed diving into the IP — watching the episodes, … Continue reading
Posted in Design
4 Comments
The Purpose of Loot
I’ve been DM’ing a 4th-edition D&D game for the past few months. It’s very, very different from earlier editions, and there are lots of little gripes from the group about how things have changed, but one gripe stands out more … Continue reading
Posted in Design
14 Comments
Please, EQ2, Sell Out More!
You probably heard that a little while ago, EverQuest 2 started offering items for sale as micro-transactions. I’m all for this. I think the only people who get hung up on microtransactions in these games are the fuddy-duddy “hardcore” users, … Continue reading
Posted in Community, Design
12 Comments
Designing a Level System
If you’re making an MMORPG (or any kind of RPG, for that matter), one of the very first questions you have to answer is, “How do levels work in my game?” Of course, before you answer that you might ask, … Continue reading
Posted in Design
10 Comments
Balancing for Awesome
Some good news on the EQ2 front; I noticed this tidbit: mentoring bonus increased for the summer. This is great news! So what does this mean for us EQ2 players? It means that for the summer, “Mentors do receive viable amounts … Continue reading
Posted in Design
13 Comments
Okay! I Get It! Big World!
I’ve never been one to idolize world size or travel times in MMO games. I don’t really believe that ‘slow travel makes the world seem bigger’. But I put up with travel in MMO games because, however much it annoys … Continue reading
Posted in Design
15 Comments
An intervention
This is an intervention. I’m not blaming you. I know how you got here and I want to help. Look at this list and tell me if you recognize anything that applies to your company. (This is not a complete list, … Continue reading
Posted in Design, Production
9 Comments
Define your target audience
Okay, you’re a PC MMO developer and you are in dire straits. World of Warcraft has ten million paying customers… but everybody else just has a few hundred thousand. Sure, that means you’re making tens of millions of dollars a … Continue reading
Posted in Design, Production
11 Comments
The Myth of Ownership in Games
A recent post by Tobold on virtual property rights was interesting to me because it’s a very common player perception. His argument, roughly, is that it would be great if the courts could rule on virtual property, so we know whether we … Continue reading
Posted in Design
15 Comments
