I were bein' thinkin' today about level in MMORPG's an' how one might make level feel like 'character age' or 'potential experience' without precisely definin' what said appellation meant in terms o' character statistics. To create an interpreted power level an' class, an' t' move away from a strongly defined power level fer on the plank world play. Read more»
I had an interestin' thought this evenin' while talkin' with some maties that I wanted t' discuss. In a nutshell, as th' title suggests:
Is th' notion o' "core" mechanics holdin' us game designers back, Get out of me rum!
I might be a little drunk, so bear with me... Read more»
I dern't know about ye guys, but if th' next big MMO t' come out is another fantasy game, count me out.
I've about had me fill o' orcs, elves, dragons an' demons. There's nothin' wrong with them, dern't get me wrong, but I think I would literally kill a lubber if it meant someone could make a legitimate effort t' make a high-quality Sci-fi MMO.
I won't kid ye, I want t' be that lubber (so I hope in me hearts it doesn't happen until I have someone's ear), but it just seems weird t' me that Sci-Fi MMOs ha'nae evolved in parallel with fantasy ones.
I mean, back in th' day ye used t' be able t' go into yer egghead or yer Babbage's an' walk out with two great games - one o' them set in a fantasy world an' another set in a Sci-Fi universe. I'm seri'us, these would be *great* games. For Every Ultima thar were bein' a Win' Commander, fer every Gold Box game thar were bein' a wastelan', fer every TolkienMUD thar were bein' a BattleTechMUSH, so what happened?
Why has every Space/Sci-Fi MMO t' be released turned out t' be an incomplete product? Read more»
Man, what an odd day 'tis been so far. I woke up in a maudlin mood today, thinkin' on th' past in that half-consci'us state betwixt th' moment when ye first open yer eyes an' crawlin' out o' bed. It weren't a happy remembrance, oh no, fair reader. Mind ye, I have no regrets, either. So, "wtf?" ye say, dear reader? Well, read on.
Rather than dwell on specific regrets, I reflected on repeatin' patterns in th' world aroun' me. Specifically, politics at game studios. I am, oft-times, possessed o' a singular monomania fixated squarely on makin' games. So it should come as no surprise t' any o' ye that it were bein' t' me career I reflected when I looked back, this foul mornin'.
For some reason, I awoke with th' concept o' loyalty on me mind. I have occasionally been accused o' bein' too loyal in me life, but this mornin' it occurred t' me that some, no strike that, certain scallywags out thar think o' me as mercenary because o' me actions in th' past.
The example that floated through th' fog o' slowly returnin' consciousness this mornin' were bein' one that happened t' me in what feels likes a lifetime ago - in a place as far from here as I am from th' person these individuals think me t' be... Read more»
I've had reason t' be reminded o' this topic several times in th' very recent past, an' 'tis somethin' I feel strongly about, so I thought I'd blog about it finally.
I'm talkin' about th' way we, in th' industry, regard th' scallywags that have left us. Yaaarrrrr! Fire the cannons! The dead. Every project I've e'er worked on has had at least one person leave th' team fer one reason or another. Occasionally, 'tis even been me.
It's just a fact that scallywags move on, fer a million different reasons. Sometimes th' project is better off when they leave, sometimes it isn't. However, regardless o' whether that person leavin' is a good or a bad thin', in me experience it is a universal practice t' speak ill o' th' person that leaves. To curse th' dead an' make them th' cause o' all th' project's problems. Read more»