Category Archives: MMO design

Lost in Space.

Note: The following is based off of about two hours of game play.   Having setup my trail account on EVE Online, I logged in and got started. As expected, character creation was up first. Unlike the games of today … Continue reading

Posted in EVE Online, MMO design | Comments Off on Lost in Space.

Click blue damnit, click it!

In my post about duel boxing, I made a point that raiding is somewhat trivial on an individual basis and that the challenge comes from coordinating all the players. Last night I ran into an interesting scenario that proved the … Continue reading

Posted in Combat Systems, Lord of the Rings Online, MMO design, World of Warcraft | 4 Comments

Two man MC raid.

One interesting aspect of running a blog is being able to see how people find this site. Most of the time people are directed here from a similar website; a fansite, a Google search, or another blog. Once in a … Continue reading

Posted in MMO design, World of Warcraft | 1 Comment

I demand content!

Here is a quick recount of my first trip to the new area of LoTRO, Evendim. By design, you receive a quest to talk to a hobbit in the northern area of the shire. Having completed most of the quests in … Continue reading

Posted in Lord of the Rings Online, MMO design, World of Warcraft | Comments Off on I demand content!

My guild house > your guild house.

Yesterdays post talked about player housing and some common issues with it. Today I’m going to attempt to break down the theory behind player housing; what makes it work, why it’s attractive, and what are some pitfalls to avoid.   … Continue reading

Posted in Housing, Lord of the Rings Online, MMO design, World of Warcraft | 2 Comments

Ghost town, population you.

One feature either already in a MMO, or always talked about as ‘coming soon’ is player housing. Seemingly always difficult to implement, highly demanded, and always a hot button issue on forums, housing seems to polarize players almost as much … Continue reading

Posted in Dark Age of Camelot, Lord of the Rings Online, MMO design, Ultima Online, World of Warcraft | 8 Comments

Lord of the Rings Online is good, and getting even better.

Lord of the Rings Online is a good game, and at level 31 now, I feel fairly confident to say it’s got a lot going for it now and in the future. Over the weekend a few events took place … Continue reading

Posted in Combat Systems, Lord of the Rings Online, MMO design, World of Warcraft | 2 Comments

Optimus Prime is the man…bot.

First things first, Transformers was an awesome, awesome movie. Go see it.   Final day of my crusade to take away your epics, I promise. Judging from some of the comments, I think people are having a tough time with … Continue reading

Posted in Lord of the Rings Online, MMO design, Random, Warhammer Online, World of Warcraft | 3 Comments

Buff characters, nerf items.

Yesterday I talked about how in recent MMOs, items play a greater role in a characters power than they have in the past, to the point that items DEFINE your character. While I believe items are indeed a very important … Continue reading

Posted in MMO design | 5 Comments

World of Clone Craft, Lord of the Clones.

MMO’s have one major goal, to build up your character/persona. You start very weak, and progress until you are able to take down demi-gods at will. That’s the hook. Developers place screenshots on the back of the box with high … Continue reading

Posted in Lord of the Rings Online, MMO design, World of Warcraft | 3 Comments