Posted in Blog, Design, Games, MMORPG, Virtual Worlds on Nov 27th, 2012
Syncaine put up an interesting post about content in MMOs, and how there’s too much focus on one-off (single-player) content as opposed to reusable (multi-player) content. He got that partially right; there is too much focus on one-off content, and on content being intended for single-players in a multi-player environment. Developer-created content is expensive The production […]
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Posted in Blog, Games on Nov 24th, 2012
Whelp. I just finished The Walking Dead. I… cried. Realized that this is the first game to make me do that, for real. Turns out that “fun” isn’t the only tool in the box that games can make good use of. I thought I knew that already, but I was never really sure until now. […]
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Posted in Blog, Games, Observations on Nov 22nd, 2012
(First in what might potentially turn into a series of posts concerning observations made about games I play.) When I’m not busy ranting about the good old days, I sometimes like to partake in seasonal rituals known to gamers world-wide as “Steam-sales”. Yesterday, during the (currently ongoing) Steam Autumn Sale, I bought all five episodes […]
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Posted in Blog, Games, MMORPG, Rant, Virtual Worlds on Nov 20th, 2012
Reminiscing about Ultima Online in the comment-field in a different post made me all nostalgic, like. And I came to realize that no MMORPG (or MMO, if you prefer) I have played since has struck a chord with me to the same extent as it did. Not just because it was my first MMORPG – […]
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Posted in Blog, Design, Virtual Worlds on Nov 18th, 2012
This is the fourth installment in a series of posts I’ll be making about Raph Koster‘s The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any […]
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Posted in Blog, Design on Nov 16th, 2012
A study (published yesterday) from the University at Buffalo School of Management, which followed 173 players who were part of a large MMORPG community to figure out strategies in which to increase player loyalty/retention, concluded with what everyone who has actively played Ultima Online and/or Star Wars Galaxies (and/or MUDs) have known for (a) decade(s) […]
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Posted in Blog on Nov 14th, 2012
Well, MIGS is over for this year. It was the first game-development conference I have attended, and for the most part I enjoyed it greatly. Interesting stuff being exhibited at booths/demo-stations, both from small-time indie-developers promoting their games (like for instance gamesbymo’s A.N.N.E. – one to watch!) and from big-time guys like Wacom, Autodesk, Granny, […]
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Posted in Blog, Development on Nov 12th, 2012
The next two days should be interesting! I am, along with a bunch of other people from work, attending the Montreal International Game Summit (MIGS) – which (surprisingly enough) is taking place right here in Montreal during the Montreal Digital Festival (MTL DGTL for short). My schedule is filled to the brim with what will […]
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Posted in Blog on Nov 10th, 2012
As observant readers might have observed, I am not very good at updating this blog regularly. Instead of following up a thought like “Hmm… maybe I should update my blog?” by actually updating said blog, my mind immediately leaps off in a random direction, hurling distractions my way one after the other, until the original […]
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