Psychochild's Blog

A developer's musings on game development and writing.

29 August, 2018

Making the game industry more inclusive
Filed under: — Psychochild @ 10:55 PM

In yesterday’s post I gave a perspective on the exclusion of the game industry. It’s no secret that a lot of the game industry looks the same, but homogeneity goes deeper than that. It’s about accepting others who are just like the existing group. This leads to a lack of diversity in these companies.

So now let’s look a bit closer on what we can do to make things more inclusive.
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27 August, 2018

Popularity and creative work

Something I’ve been thinking about recently is how popularity really affects creative work. We tend to have this vision of a creative person as an iconoclast who follows the beat of their own drum. But reality is more complex than that, of course. The reality is that popularity matters quite a bit in creative work, especially if you want to make a living at it.

Let’s take look through the lens of my own experience.
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24 August, 2018

Why Storybricks failed
Filed under: — Psychochild @ 11:42 PM

After a week of talking a bit about the promise and a little behind the scenes, I wanted to look at the reason why all this talk is reminiscing instead of excitement about what we’re doing. Storybricks is no longer around and I wanted to dig a bit into the reasons for this.

Let’s take a look at why something that had promise withered on the vine.
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23 August, 2018

Layers of the Storybricks setting
Filed under: — Psychochild @ 11:12 PM

I explained the concept of the original Storybricks setting yesterday with floating islands and a big bad with a world full of layers. Today I wanted to explain a bit about those layers and how they would work in my vision.

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22 August, 2018

The basic Storybricks setting
Filed under: — Psychochild @ 10:58 PM

So what would the initial Storybricks game have looked like if we had created it? My job was to lead the creation of the setting. While others were worrying about how to model a character’s emotions and behaviors, I was thinking about how to showcase this in a world that people would play in.

So let’s take a look at what I was thinking as I was building a world from scratch.
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21 August, 2018

How Storybricks would work

Building on yesterday’s post, let’s look at how Storybricks could have worked. I’ll go into a little bit of the design philosophy as well as some of the initial design we had about an original IP to showcase the Storybricks AI technology.

I figure it’s been a couple years and some people might find this interesting enough. Of course, time dims memories so bear with me.
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20 August, 2018

Crazy ideas: Storybricks
Filed under: — Psychochild @ 10:00 PM

In another kind of cray idea, I wanted to write a bit about Storybricks and what we wanted to do with it. It’s a concept I think still has a place in game development, but it was perhaps a little ahead of its time.

Lets jump in the Wayback Machine!
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14 August, 2018

The importance of community culture
Filed under: — Psychochild @ 11:44 PM

I talk a lot about culture because this is an important thing. How you deal with the culture of your community is perhaps one of the most important things that determines the long-term success or failure of your group.

Let’s take a closer look at what culture means in a community like an MMO guild.
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13 August, 2018

When a guild grows too large
Filed under: — Psychochild @ 11:55 PM

One of the big sins I mentioned in my last post was how guilds grow too large. This becomes a problem because the feeling of the guild changes, and this affects how people look at the guild. Especially if a guild starts as a small group of friends, it can be disconcerting when you suddenly look around and find that the guild feels so impersonal.

Let’s look at why large guilds can feel so different when they grow too large.
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12 August, 2018

Building your own small community in an MMO
Filed under: — Psychochild @ 11:52 PM

A little while ago I was talking to a friend of mine who helped to run an MMO guild in a game. They lamented to me about the problems of running it, particularly when things changed in the guild. It went from a small group of friends willing to help each other to a group of strangers. Worse, some of the core people were fleeing the guild to form their own rather than try to help fix the perceived problem.

So I figured I’d write a bit about what it takes to build and run a small community in a game based upon my experiences as a developer and as a player of MMOs.
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