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