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Posts Tagged ‘procedural rhetoric’

 
 

Sandboxing

Tuesday, September 22nd, 2009

I’ve seen a  lot of discussion lately, regarding the dichotomy between “sandbox” and “theme park” MMORPGs. The conversations boil down to this: nearly all MMOs are like theme parks; they’re carefully constructed experiences that funnel everybody through the game in the same way and ensure that every player is exposed to the same content. It [...]

 

Gen(re)ic

Sunday, September 20th, 2009

Fair warning: today’s post consists almost entirely of me ranting.
It never ceases to amaze me how many people seem to think that changing a game’s setting is tantamount to changing the game itself. I cannot count the number of times I’ve read through articles or forum threads and encountered lengthy discussions on “how you could [...]

 

Getting the third degree

Sunday, September 13th, 2009

So yesterday, I came to the potentially underwhelming conclusion that the term “level” would be replaced in Atma by what I deem to be a slightly more appropriate metaphor for a character’s advancement, that of degrees. Today, as promised, I’ll be following up this concept with a list of the implications it carries in my [...]

 

Complexity and the gamer

Wednesday, September 9th, 2009

There’s always been a bit of a conflict within the human mind: those things which are interesting to the human brain tend to be those which are also difficult. The conflict here arises due to the fact that the more difficult a thing is, the less accessible it is to the majority of people; as [...]

 

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 [...]