Over the past few years, I’ve tried out more than a few MMOs. Most of them have been of the RPG ilk, a couple have been more of a shooter experience, and a few others have attempted to go for something else entirely. Across all of them, however, I’ve noticed that there are certain things [...]
(Continued from Making PvP Scale.) When I wrapped up the first part of this discussion, I had just mentioned the core issue with designing scalable PvP: finding some way to maintain a rough balance between technique and strategy regardless of the numbers of players involved in the conflict. Before I go any further, I’m going [...]
I was reading through Syncaine’s argument of why one MMO dying benefits players of another MMO, and realized that there was something that nagged me about the entire thing – and it wasn’t really what the majority of those commenting on the article were looking at. After all, I have to agree that Syncaine has [...]
Typically in any game you come across, unless it’s utterly terrible (and sometimes, even if it is), there are a couple of ideas that just stand out as good. They may not be part of the core game play; sometimes they may not even be part of the play at all – but they still [...]
When you’ve seen and worked with game UIs as much as I have, you tend to be able to spot some issues in a UI without even really using it much. Other issues, however, can be a lot more subtle and won’t rear their heads until you’ve actually taken the time to use them for [...]
Traditional computer games don’t tend to change much when they’re released in countries beyond their original target. They typically get the dialogue and interface translated, perhaps a few name tweaks, and occassionally certain specific elements get modified to meet certain countries’ laws (such as restrictions on pandas or skeletons in China). But even those changes [...]
When PvP in computer games was first introduced, I’d have to assume that participant scaling wasn’t even on the radar. After all, it’s a bit hard to envision a “zerg” in Pong. As games have grown in both complexity and scale, however, the problem of how to make PvP fun regardless of how many people [...]
If I were forced to guess, I’d probably be safe with the assumption that cheating has been an issue for nearly as long as online multiplayer games have existed. As more and more games move into the realm of internet play, the question of how to deal with those who choose not to play by [...]
Since this weekend and the coming week has been/will be a bit busy, this latest post from me is something I’ve previously written, but it was sort of hidden away on a different site. I’ve reposted it here for your reading pleasure. There are basically 3 types of endgame elements most modern MMOs have available: [...]