By Paul, on August 11th, 2010 How does one go about supporting a merchant class in an MMO? The first hurdle is killing things. In every MMO crafting and PvE are tightly intertwined. This is the case for almost all MMORPG’s and because of it crafting becomes a job, not a career.
. . . → Read More: Alternate Gameplay
By Paul, on August 6th, 2010
The proto-concept for the Halls of Crafting was created by Amlug as part of a large instance cluster, but was later passed on to myself for design and implementation.
One of my goals for the Halls of Crafting was to get players moving. I detest content where the player stands in one . . . → Read More: Pixelsmith: Halls of Crafting
By Paul, on July 29th, 2010 While spending an amazing week with my wife in Ireland, my Honeymoon gave me a break from gaming and allowed me to clear my head. Every once in a while it’s good to take a step back and review things with fresh eyes… especially mobile nation building MMO’s.
. . . → Read More: Thoughts from the Honeymoon: Parallel Kingdom
By Paul, on July 15th, 2010 I’ve gotten feedback from readers that they might want to see some real content design, not just crazy hackery. Sadly I have failed in delivering this week as I’ve been occupied rescuing newborn rabbits and preparing for my wedding, I hope the article doesn’t reek of disappointment.
But don’t worry, Pixelsmith . . . → Read More: Pixelsmith: The Boar Cannon
By Paul, on July 12th, 2010 A perception that has plagued MMO’s in the past six years is that players don’t know what they want and can’t make their own decisions. One of the defining characteristics of the modern Themepark is the rail system, wherein players are forced along a directed leveling path driven by quests that determines what they do . . . → Read More: The tire works just fine; now I want the steering wheel
By Paul, on July 7th, 2010 Part of why I started Closed By Design was to share my work as a Content Designer with others. I’ve done on many different types of content, yet most people, including my loved ones, have only a vague idea of what I do on a day-to-day basis. Pixelsmith chronicles the trials and tribulations of different . . . → Read More: Pixelsmith: The Eleventh Hour
By Paul, on July 6th, 2010 Over the long weekend I decided to return to Darkfall. I haven’t played since the EU/NA server split, and I’ve had a few months to give myself some perspective on the game. Some things were just as shiny as I remember, some not so much.
Darkfall offers a server transfer service between their EU/NA servers, . . . → Read More: Review: Return to Darkfall
By Paul, on June 30th, 2010 I love MMO’s. When I first started playing in 8th grade I would finish homework on the bus so I could play Ulitma Online as soon as I got through the door. As Online gamers we are compelled to connect with our games as often as we can. Sadly, most developers are behind the curve, . . . → Read More: Engaging Players
By Paul, on June 29th, 2010 What makes a Sandbox a sandbox? For myself, it’s the ability to play the game I want to play it, not by the developer prescribed formula of level based quest grinds and instanced battlegrounds. I need to feel the excitement of the unknown – Hunting without knowing if other adventurers are friend or foe. Discovering . . . → Read More: Welcome Paul, member since November 1999.
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