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Archive for August, 2009

 
 

Building bridges, one by one

Monday, August 31st, 2009

I started discussing this a while ago, but I plan to implement a system of “relationships” between player characters and NPCs in Atma. Instead of having quests that open up based on a character’s level (a phenomenon which never made too much sense to me), quests will instead become available as your level of connection [...]

 

I’m a live-at-home hero

Sunday, August 30th, 2009

Yesterday I offhandedly mentioned Atma’s secondary content as a compelling addition to the game’s primary content, an addition that I hope will both mitigate the tedium of more grind-based games, and replace that aspect to some extent, by supplying players with an amusing diversion to occupy their time. I’ve already written several posts regarding some [...]

 

It lives in your pocket

Saturday, August 29th, 2009

There’s probably a certain danger associated with releasing a Massively Multiplayer Online game that functions on a mobile device. When the game is on one’s computer, there’s still the expectation that players will have to leave the game, however temporarily, in order to eat, use the restroom or shower (I’d like to think that the [...]

 

The Giving Tree

Friday, August 28th, 2009

There are few clichés quite as well-established in the fantasy genre as an enormous tree with roots that spread across the entire planet’s surface. I would love to say that this is something that’s never been done before, that I came up with this thought completely originally, but it’s hard to keep a straight face [...]

 

The King of Bad Ideas

Thursday, August 27th, 2009

Developing a serious game for a platform known more for flatulence noise-makers and questionably utile utility apps than for its hardcore games can hardly be said to be a great decision for an MMO developer. In fact, many would likely cross that fine line in the English language between euphemism and derision, choosing to brand [...]