Psychochild's Blog

A developer's musings on game development and writing.

28 June, 2008

Weekend Design Challenge: Business influencing design
Filed under: — Psychochild @ 8:42 PM

This week, we’re going to take a look at the intersection between business and design. How does business influence design?

Let’s see how few posts we can get this week! :)

23 June, 2008

Weekend Design Challenge: A moment of reflection
Filed under: — Psychochild @ 4:19 AM

No deep challenge this weekend given the news that George Carlin passed away.

I always considered Carlin a true artist. He not only found time to entertain us, but also to make us think. A goal I aspire to in my professional life.

We lost someone irreplaceable. :(

15 June, 2008

Weekend Design Challenge: Tradeskills
Filed under: — Psychochild @ 4:40 PM

I’ve been thinking a bit more about tradeskills and crafting lately. How does it fit into a traditional online game? What are the challenges? So, in anticipation of a blog entry on this, here’s your challenge: What is the single most important aspect of in-game crafting, in your opinion?

A few initial thoughts after the jump.

7 June, 2008

Weekend Design Challenge: Content for an indie MMO
Filed under: — Psychochild @ 5:49 PM

This week we have Over00 writing to ask:

For the last few days, I’ve been working on adding content to Golemizer, mostly quests. It’s a lot of fun since it gets me to improve to AI system to build quests that can be more than just “kill 10 rats”. However, content being what it is and being the only one adding content, I know it will take more than traditional quests to help keep interest.

So, perhaps the brilliant minds here can think about his issue and give some feedback.

1 June, 2008

Weekend Design Challenge: Ranged vs. close attacks

One common theme in online games is that it’s hard to balanced ranged attacks vs. up-close (usually melee) attacks. In general, one or the other seems to be much more potent.

So, this week, let’s talk about how to balance these two types of attacks.

25 May, 2008

Weekend Design Challenge: MMO single-player
Filed under: — Psychochild @ 11:58 PM

As a lot of other people have the past week, I’ve been trying to survive in a land of barbarians. One thing that struck me about the low-level game is how much of it is spent in what is essentially a single-player game.

This week, let’s discuss that design decision.

18 May, 2008

Weekend Design Challenge: Tragedies
Filed under: — Psychochild @ 11:37 PM

This time around, let’s talk about a topic that doesn’t get covered much: tragedies. And, I’m not just talking about how the developers are treated, either. ;)

Can you incorporate themes of tragedy in games without turning off the audience? If so, how?

11 May, 2008

Weekend Design Challenge: Making friends
Filed under: — Psychochild @ 11:16 PM

This week, let’s think a bit about socialization in online games. Specifically, how can the design encourage people to make friends with others?

Some thoughts after the jump.

27 April, 2008

Weekend Design Challenge: What sucks?
Filed under: — Psychochild @ 5:57 PM

We’ll keep this weekend’s challenge short: what sucks about current online multiplayer games?

20 April, 2008

Weekend Design Challenge: LOL
Filed under: — Psychochild @ 11:34 PM

The acronym “LOL” is rather interesting. While it originally meant “laugh(ing) out loud”, it tends to be used in response to any sort of humorous situation, even if the person in question isn’t actually laughing out loud. Some people even go so far is to say, “loll” when they intend to laugh.

When you really do find something funny, you can surprise yourself when you actually do laugh out loud.

So, this week we’ll look for things that are funny enough that it made you actually laugh out loud.

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