Category Archives: MMO design

Pathfinder Online: Everything but the game is looking awesome!

I was recently talking to a friend about Pathfinder Online, with the gist of the conversation being that I love everything about the game on paper, from the design docs to what the devs have said, but actually seeing it … Continue reading

Posted in beta, Combat Systems, crafting, EVE Online, MMO design, Pathfinder Online | 12 Comments

Please exit to your left, the ride has now ended

So this post happened, along with 40+ comments. Give it all a read. Easy multiple choice question time: When you run out of ‘stuff to do’ in a game, what do you normally do? A: Keep playing/paying for the lulz … Continue reading

Posted in League of Legends, MMO design, Rant, World of Warcraft | 24 Comments

Darkfall: Unholy Wars going F2P and other problems sink it

Darkfall and I have had an interesting history (the fact that I heard about the first game from Tobold entertains me to this day), and unfortunately I think this post marks the final chapter. The game is going in multiple … Continue reading

Posted in Darkfall Online, MMO design, RMT | 45 Comments

Big boy toys

It wasn’t THAT long ago when video games were considered a kid’s toy. Now when someone asks me when I’m going to stop playing ‘games’, I tell them hopefully the afterlife has solid broadband. Given the above, it makes sense … Continue reading

Posted in MMO design, Random, RMT, Star Citizen | 3 Comments

Could Kickstarter have made World of Darkness possible?

This World of Darkness article is sort of a good read. I say sort of because how many times have we read an MMO story about managers asking for one unconnected feature after another, code being reworked, and a game … Continue reading

Posted in Kickstarter, MMO design, Random | 13 Comments

Double cheese weekends

Quick one for today, which I think is going to build towards a more substantial post: is anyone else highly bothered by an MMO doing “double XP/loot/whatever” weekends? I think I’m primarily bothered by it because such events bring “this … Continue reading

Posted in Darkfall Online, MMO design, Random | 10 Comments

A fresh start, or a kick out the door?

When do you wipe an MMO? That question has been floating around Darkfall for a few days now, sparked by the massive dupe-fest that required a 5 day rollback, but grounded in the fact that the game has had major … Continue reading

Posted in Darkfall Online, MMO design | 8 Comments

ESO: If you have played one zone, you have played them all

If you have played one ESO zone, you have played them all. I think the above is the best way to sum up my feelings as of right now for ESO. It’s so simple, and yet I’m having trouble fully … Continue reading

Posted in MMO design, Rift, The Elder Scrolls Online | 30 Comments

DF:UW – Sacrificing the game at the altar of false choice

I’ve hinted at this before, but now AV has made their plans for revamping the ‘class’ system in DF:UW public, and rather than post this to the limited audience of Forumfall, I’d rather it get more exposure here on this … Continue reading

Posted in Combat Systems, Darkfall Online, EVE Online, MMO design | 9 Comments

EVE: Player control vs game restrictions

Quick follow up to yesterday’s post. First, getting over the social hurdle in EVE (getting into a Corp) is not harder than in other MMOs. A new character won’t get into a top-tier raiding guild, just like a new pilot … Continue reading

Posted in EVE Online, MMO design | 15 Comments