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Archive for September, 2009

 
 

Sharpen the saw

Wednesday, September 30th, 2009

Maybe it’s due to the insistence of one of my old college professors on starting off every one of his courses (I was forced to endure three of them) with a run-through of Stephen Covey’s The Seven Habits of Highly Effective People, or maybe it’s that I can’t really support any book that merely describes [...]

 

Sandboxing

Tuesday, September 22nd, 2009

I’ve seen a  lot of discussion lately, regarding the dichotomy between “sandbox” and “theme park” MMORPGs. The conversations boil down to this: nearly all MMOs are like theme parks; they’re carefully constructed experiences that funnel everybody through the game in the same way and ensure that every player is exposed to the same content. It [...]

 

An instance, for instance

Monday, September 21st, 2009

Instances can be incredibly useful tools for MMORPG design, if used correctly, and terrible devices that eat away at immersion and interaction, otherwise. Today’s post is dedicated to discussing some of the benefits of instancing in online games, as well as investigating the negative effects that can arise from poor use of such a system. [...]

 

Gen(re)ic

Sunday, September 20th, 2009

Fair warning: today’s post consists almost entirely of me ranting.
It never ceases to amaze me how many people seem to think that changing a game’s setting is tantamount to changing the game itself. I cannot count the number of times I’ve read through articles or forum threads and encountered lengthy discussions on “how you could [...]

 

It’s a piece of cake to bake a pretty cake

Saturday, September 19th, 2009

Who was it that decided that crafting systems in MMORPGs should be limited to collecting items and then uninspiredly clicking on them to combine them into new objects (or, alternately, clicking one object to decompose it into a few smaller objects)? The one complaint I’ve possibly heard the most, with regards to MMOs, is that [...]