 |
|
 |

|
Brian 'Psychochild' Green's Blog
|
|
|
|
|
Expert Blogs
|
How To Replace Levels In MMOs, Part 3 |
| Posted by Brian 'Psychochild' Green on Wed, 22 Apr 2009 02:38:00 EDT in
Game Design
|
| Previously, I detailed some of the pros and cons of levels. Let's define what the goals of a replacement system are, and take a look at why we want to replace levels. |
| Read More... | 11 Comments |
|
How To Replace Levels In MMOs, Part 2 |
| Posted by Brian 'Psychochild' Green on Thu, 12 Mar 2009 04:22:00 EDT in
Game Design
|
| In my previous post, I discussed the history and design goals of levels. This time around, I'll take a look at the pros and cons of using levels in an online RPG, as well as some systems that work to eliminate some of the problems with levels. |
| Read More... | 6 Comments |
|
How to replace levels in MMOs |
| Posted by Brian 'Psychochild' Green on Fri, 06 Mar 2009 02:04:00 EST in
Game Design
|
| One of the common topics on how to "fix" online games is to get rid of levels. It's easy to say, but hard to do; especially if all you know is levels. Let's take a look at levels, their history, and the design goals they accomplish. |
| Read More... | 11 Comments |
Brian 'Psychochild' Green's Comments
|
Comment In: Meridian 59 Developer Near Death Studios Closes [News - 01/05/2010 - 11:24]
|
The game will still be ... The game will still be running. Just the studio is closing. |
|
Comment In: Rethinking the Trinity of MMO Design [Feature - 12/17/2009 - 04:40]
|
Mark Venturelli wrote: When I ... Mark Venturelli wrote: When I talk with other designers, most of them overlook or are not familiar at all with Guild Wars' amazing Skill/Class hybrid role system. I find most people aren't familiar with Meridian 59's system, either, which I mentioned in the article. It uses a nice hybrid system ... |
|
Comment In: What Gamers Think About Microtransactions [Feature - 12/03/2009 - 04:50]
|
A lot of developers are ... A lot of developers are still taking baby steps toward microtransactions. I've been studying the business model for a while, from the time it was mostly in Asia. A lot of companies don't understand what makes it work, so I'm glad to see someone taking some time to do some ... |
|
Comment In: How To Replace Levels In MMOs, Part 3 [Blog - 04/22/2009 - 02:38]
|
Thanks for the comments, everyone. ... Thanks for the comments, everyone. A few additional thoughts: Bob McIntyre wrote: Y ou still need monsters to be more powerful in areas where you expect super-powerful players. One of the assumptions I made was that you wouldn't necesssarily have super-powerful characters. Gains in power are incremental, focusing on giving ... |
|
Comment In: The First Real MMO [Blog - 03/16/2009 - 09:05]
|
Part of which was first ... Part of which was first depends on what you identify as being the important aspects that influenced other systems. Unfortunately, people tend to focus on size as an all-important attribute. While UO was one of the larger early graphical games, it had a core design that hasn't directly influenced many ... |
|
Comment In: How to replace levels in MMOs [Blog - 03/06/2009 - 02:04]
|
I think maybe the dirty ... I think maybe the dirty little secret of MMO development is that developers use leveling as a crutch to spread the content more thinly. It's not exactly a secret, and not quite as dirty as you might think. Content is expensive, so being able to keep people occupied longer without ... |
[More Brian 'Psychochild' Green Comments]
|
|