Brian'Psychochild' Green's Blog
I'm an experienced MMO developer, best known for my work on the classic MMORPG Meridian 59. I've done consulting and contract work for many companies. My professional blog is at http://psychochild.org/. You can also follow me on Twitter @Psychochild or view my LinkedIn profile at: http://www.linkedin.com/in/psychochild.
Metrics were discussed by MMO developers, but it was the social game developers who took the idea and ran with it. How should a modern game designer work with metrics?
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.
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.
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.
Brian'Psychochild' Green's Comments
[News - 08/19/2015 - 07:52]
It was called Out of ...
It was called Out of Grace , which was often abbreviated to OOG . It was a good way to remove people from a messy situation and talk with them. It was also used as a way to punish an individual character because they 'd just log back into OOG. ...
[Blog - 03/04/2014 - 11:58]
A friend sent me a ...
A friend sent me a link to this, and it feels like I could have written the same thing. I don 't quite have the depth of programming experience, but I do have a experience running my own company and being lead designer on a few projects that never shipped. ...
[Blog - 01/30/2014 - 11:03]
You have one bit of ...
You have one bit of incorrect information: while Meridian 59 was originally designed to be a per-minute charge, it was changed to a flat monthly subscription when AOL made the change in the late 90s. At launch, the game was a flat monthly subscription rate. This set the precedent for ...
[News - 12/06/2012 - 12:58]
You 're conflating two issues ...
You 're conflating two issues here: the fact that some people still prefer subscriptions, and the fact that game companies don 't see a future in subscriptions. You 're arguing the former, whereas I take the point from the article as being the latter. r n r nAnd, yes, companies ...
[News - 01/05/2010 - 11:24]
[Feature - 12/17/2009 - 04:40]
Not sure why there 's ...
Not sure why there 's an EQ2 theme for the images with the article I didn 't pick them out. r n r nIf you 're interested in other discussions on game design, visit my professional blog: http://psychochild.org/