Psychochild's Blog

A developer's musings on game development and writing.

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To show that alternatives can exist, I though I’d share a system I created for an unpublished barbarian-themed paper RPG.

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