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Category Archives: Design
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
Design Analysis: Noblegarden
It can be difficult to discuss MMO design in the complete abstract — there are just too many variables — so today I am going to deconstruct and analyze a specific design in an existing game. My target: Noblegarden, a … Continue reading
Posted in Design
7 Comments
Game Comparison: Potions
It’s perhaps a bit surprising, but MMOs are dense. It can be hard to find information in context: sure, you can easily find recipes for all the crafted items in a game, but how useful or common or popular are those … Continue reading
Posted in Design
20 Comments
Brainstorming vs. Off-the-Cuff Design
If you’ve ever been taught brainstorming, in a class or program or whatnot, you know that you’re supposed to brainstorm without tight constraints. That is, you don’t hold each idea up to your constraints as you think of it — … Continue reading
The Stages of Designerhood
The MMO industry is not a particularly sane place to work. It drives people hard and soaks up their passion like a sponge, giving very little back in return. I’ve noticed that MMO game designers go through certain stages as … Continue reading
Posted in Design
18 Comments
STO & the Niche Game Approach
I’ve written quite a bit recently about the situation with Star Trek Online, starting with an explanation of why Star Trek is such a hard IP to make into an MMO and continuing with advice for the team to attempt … Continue reading
Posted in Design
8 Comments
Pouring explosives on the STO fire…
The folks on various Star Trek fansites are not pleased with my previous post, and I can’t say I’m surprised. :) Sorry guys. Here’s the bad news: MMO’s are incredibly hard to make, much harder than you think. Perpetual didn’t … Continue reading
Posted in Design
20 Comments
Advice For Cryptic’s Star Trek Team
Well, the writing was on the wall, and now the wall has blown up. Perpetual’s spin-off company P2 is basically dead. They no longer have a game team; there’s just some web-developers remaining now. My condolences to the devs who … Continue reading
Posted in Design
41 Comments
