Category Archives: MMO design

Group work.

When I think of Dungeons and Dragons, one of the first things that come to mind is a group of players sitting around a table and adventuring together. From its very foundation D&D is designed to be a group activity. … Continue reading

Posted in DDO, MMO design, NWN2 | 4 Comments

Dear CCP, could we get some elves in EVE?

Over the weekend the same thought hit me again and again; CCP needs to make a fantasy version of EVE. I know I know, blasphemy, but hear me out. CCP has already proven they can create an open-ended world MMO … Continue reading

Posted in Combat Systems, EVE Online, MMO design, World of Warcraft | 8 Comments

Warhammer delay thoughts.

As many other sites/blogs have reported, the Warhammer Online beta has been suspended for two months, and instantly rumors sprang up as to why this happened. Some people took the now usual ‘doom and gloom’ perspective and assumed the game … Continue reading

Posted in MMO design, Warhammer Online, World of Warcraft | 1 Comment

Why not having fun is fun.

Darren over at Common Sense Gamer has a post up commenting on a Gamesutra article, which contained the following: “The biggest lessons I’d like to see products like World Of Warcraft and other traditional, retail games learn are: 1) Free … Continue reading

Posted in MMO design | Comments Off on Why not having fun is fun.

How do we judge skill in an MMO?

Tobold made a post today asking what should be rewarded in an MMO. Halfway through posting a comment I realized it was getting a bit lengthy, so instead we get this post. Tobold is correct in his statement that an … Continue reading

Posted in MMO design, World of Warcraft | Comments Off on How do we judge skill in an MMO?

More ‘Sword of Insta-pwn’ talk, and why EVE is better than WoW/EQ!

If you go look at any item database website, you can easily look up any mob in WoW or EQ2 and find out exactly what item could drop off said mob, especially raid bosses. Long before most people kill Illidan … Continue reading

Posted in EQ2, EVE Online, MILK Corp, MMO design, World of Warcraft | 4 Comments

Endgame, pick your poison.

Recently I was thinking about the past MMOs I’ve played and the different ‘end game’ systems they offered. Some had raiding (WoW, LoTRO), some had PvP (DAoC, AC on Darktide, Lineage) and others left it open-ended (UO, EVE). Anyone who … Continue reading

Posted in Dark Age of Camelot, EVE Online, Lord of the Rings Online, MMO design, Ultima Online, Warhammer Online, World of Warcraft | 6 Comments

A look ahead, and why can’t I have the Sword of Leetness+5?

Playing EVE Online, EQ2, and Sword of the New World all at the same time gives you a very interesting view of where MMOs are today. Two of the games (EVE, EQ2) were released a few years back, but both … Continue reading

Posted in Combat Systems, EQ2, EVE Online, MMO design, SotNW, Warhammer Online, World of Warcraft | 9 Comments

AFK leveling.

Just a quick post today, but Sword of the New World is very… well different. You can AFK level yourself to basically 100, and the game does nothing to really stop you. It’s just one of the many differences between … Continue reading

Posted in MMO design, SotNW | Comments Off on AFK leveling.

Sword of the New World I love you. No wait I hate you. No just kidding I love you.

Thanks to a PCGamer demo DVD, I installed Sword of the New World over the weekend to give it a go. Seeing as how the game is Free2Play (stupid marketing trend word) and got a 90% review in the same … Continue reading

Posted in EVE Online, MMO design, SotNW | 5 Comments