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Posts Tagged ‘movement’

 
 

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; [...]

 

The many faces of battle

Sunday, October 11th, 2009

There’s one thing (well, there are several, but one which I’ll talk about right now) that’s always bothered me a good deal about most MMO combat systems, which is that character position and movement are only very rarely an influential factor. There are a few games that do some interesting things: Aion takes into account [...]

 

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. [...]

 

Scribble-Nots

Thursday, September 17th, 2009

Let me make myself very clear: this is not a game review in any real capacity, and I hope to spend as little time possible weighing the merits and vexations of Scribblenauts. I’ll go so far as to agree with the vast majority of people who have published actual reviews, in saying that the game’s [...]

 

Controls, in context

Tuesday, September 15th, 2009

I’ve mentioned contextual controls in passing before, and described a basic framework for how they might operate in Atma. I’ve decided to commit today’s post to discussing exactly how context-based controls might work in the game’s touch-based system, and discuss several game interactions that need to be handled effectively by the system, as well as [...]