Tag Archives: design

Breaking Combat Addiction – at least certain kinds of it

Flatfingers had a response to Brian Green’s question “Do you enjoy your favorite MMORPG more or less because of the changes that have been applied to it?” He answered: “Unhappily, my MMORPG experiences since EQ have led me to precisely … Continue reading

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Train to Fight, not Fight to Train

Let’s undertake a design exercise. Our constraint is that we are trying to come up with gameplay that does not rest on mass murder. Yes, I wrote “gameplay”. Even in hardcore RP worlds, you need gameplay if you don’t want … Continue reading

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Postmortem: The Etilica Soulflash – Part II

Continued from part I – (I realized that I’d never finished the Etilica Soulflash story) When the soulflash went live on Etilica and the lore changes went into the documentation, along with a note on the forums detailing how death … Continue reading

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It is never just a game

I keep track of several roleplay PWs on various platforms. One of them is Arelith, an NWN1 world. I highly respect the team that built and maintains the world. Their world is a mod of a seven year old game … Continue reading

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The consequences of our world designs

There is a new post on Psychochild’s Blog that got me thinking. What about you? Have you done deep research for your games besides reading fantasy books or playing similar games? You might think that – at least in theory … Continue reading

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Mob Mode

Something came up tangentially in a discussion on the MMORPGMaker.com forums the other day. In the context of trying to make “empty” (i.e. too large for the current playerbase) worlds feel less empty, a poster suggested: if characters remain in … Continue reading

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What is a design and what is an idea?

Tony Richards asked this in a post on the Indy Zen forums: I’ve been confusing “Game Designs” with “Game Ideas” for many years… and they’re definitely not the same thing. But what’s the difference? Being a fledgling game designer, I … Continue reading

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