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Posts Tagged ‘story’

 
 

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 [...]

 

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 [...]

 

Innovation as conversation

Thursday, September 3rd, 2009

If somebody were to ask me what the secret to successful game design is, my answer would have to be “conversation”. There’s a lot of personal insight and conceptualization involved in the making of any game, but conversation is ultimately the best way to take a vague concept and transform it into a solid, implementable [...]

 

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 [...]

 

A star-studded cast

Friday, August 14th, 2009

I’ve spoken a good deal recently about how I intend to deal with plot treatment in Atma, so it’s reasonable that the question “What exactly is the storyline in your game?” should pop up eventually. And it’s a legitimate question; I shared a good deal of the game’s back-story in my first few posts, but [...]