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 [...]
Posts Tagged ‘social addiction’
I’m a live-at-home hero
Sunday, August 30th, 2009Tags: atmosphere, cooking, game design, game development, games, gaming, ideal mmo, immersion, man versus nature, mmo, mmorpg, organic game design, personalities, procedural rhetoric, procedural storytelling, rpg, social addiction, social interaction, stat system, video games
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It lives in your pocket
Saturday, August 29th, 2009There’s probably a certain danger associated with releasing a Massively Multiplayer Online game that functions on a mobile device. When the game is on one’s computer, there’s still the expectation that players will have to leave the game, however temporarily, in order to eat, use the restroom or shower (I’d like to think that the [...]
Tags: business model, common design problems, community, game design, game development, games, gaming, ideal mmo, immersion, mmo, mmorpg, organic game design, procedural storytelling, social addiction, social interaction, video games
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You do not talk about Fight Club
Tuesday, August 11th, 2009I exalted “enforcing the rules of the game” as the one true calling for GMs yesterday, so it seems natural that I should spend today’s post talking about what rules should be necessary for an online game, and the impact that they can have on a game’s community. The concept of “rules” is one that [...]
Tags: atmosphere, common design problems, community, games, gaming, mmo, mmorpg, rpg, rules, social addiction, social interaction, video games
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Game Masters of the Universe
Monday, August 10th, 2009Today we’ll take a look at yet another aspect of any online game’s community, the moderators, or as they are commonly known in most games I’ve played, the “Game Masters” (GMs). They occasionally go by the name “Game Manager” — maintaining the acronym while sacrificing the undeserved sense of self importance associated with the term [...]
Tags: community, game design, game development, game managers, game masters, games, gaming, GMs, rpg, social addiction, social interaction, teamwork, video games
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We are family
Sunday, August 9th, 2009It’s occurred to me that so far when I’ve talked about “community” in online games, I’ve treated it as if it’s a bad thing, with repeated references to social addiction. So in today’s post, I’m going to clarify my position on this perceived generalization, and discuss not only how community is an important factor in [...]
Tags: community, game design, games, gaming, ideal mmo, immersion, mmo, mmorpg, rpg, social addiction, social interaction, video games
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