Psychochild's Blog

A developer's musings on game development and writing.

21 August, 2013

Interesting Mechanics: Reincarnation
Filed under: — Psychochild @ 12:59 PM

I hit a major milestone in with my main characters: I true reincarnated one of my characters. To those of you who haven’t played the game before, that might seem like an odd idea, but I think it’s actually a rather interesting and old idea.

Let’s take a closer look at it, shall we?

27 January, 2012

You’re just making it harder for yourself
Filed under: — Psychochild @ 2:49 PM

So, I lied, but only a little bit. I have been getting into EverQuest 2 lately. But, as I said, it wasn’t the new content sucking me in, but the old content.

Turns out, it’s the really old content that’s been keeping me playing.

1 May, 2010

Design: Elemental Advancement
Filed under: — Psychochild @ 2:42 PM

This is an advancement system I’ve worked up. I figured that since I bellyache about innovation and change, I might as well show off some of what I would like to see.

I present a design for advancement in a fantasy RPG based loosely on the four classical (Greek) elements. The goal is to give a simplified system that could be used in a typical fantasy RPG without having to deal with old standbys like armor class, etc.

24 November, 2009

Interesting Mechanics: Multi-role classes
Filed under: — Psychochild @ 3:56 AM

The multi-role (aka “hybrid”) class is often looked at as an aberration in MMOs. One character able to fill multiple roles has the problem of being properly balanced against other classes. Make a hybrid class too strong and specialists feel left out. Make the hybrid class too weak and the hybrids feel like they have no place in the game. Trying to balance things properly is very difficult for an average designer to do.

Let’s take a look at some hybrid class designs and how they have worked out in games.

15 August, 2009

Interesting Mechanics: Exploration rewards
Filed under: — Psychochild @ 5:05 AM

I tend to mention Meridian 59 mostly in passing on here. But, in the current installment of the Interesting Mechanics series, I want to point out one of the better mechanics in M59: the mana nodes. This fits into a larger design pattern I like to call exploration-based rewards.

12 June, 2009

Interesting Mechanics: Dread and Hope
Filed under: — Psychochild @ 2:42 AM

I wanted to talk a bit about one of the more interesting mechanics in LotRO: Dread and Hope. This is perhaps one of the more interesting mechanics the game has to offer above and beyond the typical DIKU fare. Since I slammed the game a bit for sticking a bit too close to “safe” mechanics, I figured I’d take some time to point out one of the original and interesting bits.

1 May, 2009

Interesting Mechanics: Interactive crafting
Filed under: — Psychochild @ 6:03 PM

Crafting is an interesting topic in games. In a previous post, I went into depth about how a typical crafting system works in a game. For this article, I want to focus on the interactive crafting system found in EverQuest 2.

4 April, 2009

Interesting Mechanics: Non-mana resources
Filed under: — Psychochild @ 1:08 PM

I want to do some analysis of interesting game mechanics. I think often developers don’t really look at game mechanics to really understand them; often it’s, “Hey, that’s cool, let’s copy it!”

For this installment, I want to look at non-mana resources for characters.

29 August, 2006

Alternate magic system
Filed under: — Psychochild @ 3:48 AM

One of the critiques against online games is that there is no innovation. Although games do have variety between them, some design show a lack of originality. Take spells, for example. How many times do you see the same old thing? A spells organized by some variation of the classical elements which consume spell points to cast.

To show that alternatives can exist, I though I’d share a system I created for an unpublished barbarian-themed paper RPG.

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