Ombwah's picture

Adaptive Level and Class in MMORPG's

I was thinking today about level in MMORPG's and how one might make level feel like 'character age' or 'potential experience' without precisely defining what said appellation meant in terms of character statistics. To create an interpreted power level and class, and to move away from a strongly defined power level for online world play. Read more»

Snipehunter's picture

Are "Core Mechanics" Holding us back?

I had an interesting thought this evening while talking with some friends that I wanted to discuss. In a nutshell, as the title suggests:

Is the idea of "core" mechanics holding us game designers back?

I might be a little drunk, so bear with me... Read more»

Snipehunter's picture

What is the deal with all the space MMOs?

I don't know about you guys, but if the next big MMO to come out is another fantasy game, count me out.

I've about had my fill of orcs, elves, dragons and demons. There's nothing wrong with them, don't get me wrong, but I think I would literally kill a man if it meant someone could make a legitimate effort to make a high-quality Sci-fi MMO.

I won't kid you, I want to be that guy (so I hope in my hearts it doesn't happen until I have someone's ear), but it just seems weird to me that Sci-Fi MMOs haven't evolved in parallel with fantasy ones.

I mean, back in the day you used to be able to go into your egghead or your Babbage's and walk out with two great games - one of them set in a fantasy world and another set in a Sci-Fi universe. I'm serious, these would be *great* games. For Every Ultima there was a Wing Commander, for every Gold Box game there was a wasteland, for every TolkienMUD there was a BattleTechMUSH, so what happened?

Why has every Space/Sci-Fi MMO to be released turned out to be an incomplete product? Read more»

Snipehunter's picture

The legend of Arthur and the Holy Grail (as told by Galahad)

Man, what an odd day it's been so far. I woke up in a maudlin mood today, thinking on the past in that half-conscious state between the moment when you first open your eyes and crawling out of bed. It wasn't a happy remembrance, oh no, fair reader. Mind you, I have no regrets, either. So, "wtf?" you say, dear reader? Well, read on.

Rather than dwell on specific regrets, I reflected on repeating patterns in the world around me. Specifically, politics at game studios. I am, oft-times, possessed of a singular monomania fixated squarely on making games. So it should come as no surprise to any of you that it was to my career I reflected when I looked back, this foul morning.

For some reason, I awoke with the concept of loyalty on my mind. I have occasionally been accused of being too loyal in my life, but this morning it occurred to me that some, no strike that, certain people out there think of me as mercenary because of my actions in the past.

The example that floated through the fog of slowly returning consciousness this morning was one that happened to me in what feels likes a lifetime ago - in a place as far from here as I am from the person these individuals think me to be... Read more»

Snipehunter's picture

Don't curse the dead

I've had reason to be reminded of this topic several times in the very recent past, and it's something I feel strongly about, so I thought I'd blog about it finally.

I'm talking about the way we, in the industry, regard the people that have left us. The dead. Every project I've ever worked on has had at least one person leave the team for one reason or another. Occasionally, it's even been me.

It's just a fact that people move on, for a million different reasons. Sometimes the project is better off when they leave, sometimes it isn't. However, regardless of whether that person leaving is a good or a bad thing, in my experience it is a universal practice to speak ill of the person that leaves. To curse the dead and make them the cause of all the project's problems. Read more»

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