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Posts Tagged ‘background story’

 
 

Places to go

Sunday, December 6th, 2009

It occurs to me that before I can talk meaningfully about any of the initial quest lines in Atma, I should give a bit of background involving the layout of the game’s world. There are seven capitals scattered around the map in which most of Atma’s character interactions take place. Due to the flow of [...]

 

Closing time

Monday, September 7th, 2009

One of the most devastating flaws of MMOs as they are typically developed is that they rely on continuous releases of new content to keep their players happy. The cost of producing this new content is typically offset by subscription fees or item sales or what-have-you, and the new content itself takes little effort to [...]

 

The appeal of “things”

Tuesday, September 1st, 2009

Players are greedy creatures. They want top-notch graphics, they want deeply moving stories, they want a soundtrack that’s entirely orchestrated. They want the games they play to be as realistic as possible, and at the same time will complain if any part of it is too tedious (a word that’s essentially synonymous with “realistic”). It’s [...]

 

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 [...]

 

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 [...]