Joshua McDonald's Blog
Currently working as an SDET at Microsoft Game Studios with writing and game development as my primary hobbies.
Though MMOs have come far, they have often repeated the same mistakes as their predecessors. Here are a few that often plague even the successful ones.
Though it never made it much beyond a cult hit, the Monster Rancher series uses an interesting design approach that would make an excellent fit for most MMOs.
Though outdated in many ways, Diablo has many valuable lessons for the more recent RPGs.
Tank, healer, DPS: What do designers gain from this? What do they lose?
One of the best ways to broaden your audience is to appeal to players who prefer multiplayer-style games but would rather fight against bots than people. Here's why.
What makes people enjoy shooter survival modes so much? More importantly, how can these principles be applied to other genres?
Joshua McDonald's Comments
[Blog - 08/31/2015 - 01:07]
Just listened to the first ...
Just listened to the first one. Things I agreed with, things I disagreed with but the most important part is that I learned things, and it made me think, which means awesome job . I will definitely be listening to more.
[Blog - 11/04/2014 - 08:03]
Great article. I spent some ...
Great article. I spent some time trying to think of a good counter-example of a game that succeeded with little-to-none of this and really couldn 't. And you 've given me a couple links to check out when I have time.
[Blog - 09/23/2014 - 10:16]
This makes me want to ...
This makes me want to pick up the game, now, as you addressed my main complaints about most TD games I 've tried. In particular, it looks like you 've questioned the things that are automatically put into games of the genre to ask Is this really a good idea, ...
[Blog - 06/16/2014 - 10:51]
I have mixed feelings. I ...
I have mixed feelings. I think the problem stated is valid, but so are the concerns of the players saying that they like the options. I think that the solution in deciding how many options is to really figure out the core of what makes your game fun and only ...
[Blog - 03/18/2014 - 12:15]
Good article. I think the ...
Good article. I think the parking lot analogy works really well when describing things like paying to jump to 90. r n r nI think it was actually a major Blizzard designer who essentially said that if there 's a fun, difficult way to get a reward and an easy, ...
[Blog - 03/06/2014 - 05:23]
Yeah, I 'm out. I ...
Yeah, I 'm out. I can 't argue with someone who is positive he knows exactly what is in the minds of everyone around him.