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Posts Tagged ‘personalities’

 
 

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 [...]

 

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 [...]

 

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 [...]

 

Choose your own adventurer

Monday, August 24th, 2009

Despite the apparent implications of choosing to structure character development in the framework of a “class” system, I do believe that the freedom to make a unique character is an important aspect of any MMO. From a game balance standpoint, how is it possible to reconcile the rigid roles established by a class-based system with [...]

 

A place for all things

Sunday, August 23rd, 2009

In a genre defined by its ability to allow players to interact, it only makes sense that MMORPGs should be designed to make as much use of this unique quality as possible. On this note, there are traditionally two different character development formats associated with MMOs: skill-based, in which all characters have the potential to [...]