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Posts Tagged ‘mmo’

 
 

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 [...]

 

Revised Office Hours, Volume II

Saturday, November 28th, 2009

It should be immediately and painfully obvious to anybody checking up on this blog that I have not adhered to my aforementioned weekend posting schedule, this being the case for a bit over a month now. I don’t really have any excuses, aside from those I’ve already summarized in Volume I of this “series”: it’s [...]

 

Basic Instinct

Sunday, October 18th, 2009

As promised, I’m here today to talk about the Instinct system that I glossed over at the end of yesterday’s post. Before I get into the nitty-gritty of exactly what the system does, I feel it’s beneficial to give a bit of background for comparison, as the final system (at least as far as I’ve [...]

 

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; [...]

 

Judge a book

Saturday, October 10th, 2009

What strange alternate dimension have I wound up in, in which it is apparently unacceptable for a game reviewer to review an MMO based on their experience for the first 10 levels of play? There’s a problem that exists somewhere in the gulf between the game design philosophy for your standard MMO and the expectations [...]