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Posts Tagged ‘man versus nature’

 
 

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 [...]

 

Dancing with the details

Saturday, October 17th, 2009

Emergence, the concept of several small systems interacting to form a complex system that is “larger than the sum of its parts” is something we’ve discussed briefly before, but which I’d like to bring up for discussion once again, today. I find emergence to be one of the most fundamental elements of game design theory; [...]

 

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 [...]

 

The days of the week

Wednesday, July 29th, 2009

I’ve hinted at this here and there, and all throughout the previous week’s posts, but I plan to incorporate a sense of time flow into the world of Atma. Each day will represent a new set of challenges and experiences awaiting players. Each element is represented by a specific day of the week, on which [...]

 

Ye olde cliché

Saturday, July 11th, 2009

Man versus nature. It’s been done more times than I can count on both hands and both feet. Were I actually two people, my collective appendages would still not be enough to cover the damage. Surely I am posting today to assure you that I have come up with some method of bypassing the need [...]