Psychochild's Blog

A developer's musings on game development and writing.

22 October, 2008

Speak to people who care
Filed under: — Psychochild @ 2:07 AM

Are you an indie MMO developer? Got some experience you think other people would benefit from? If so, perhaps you would be a good speaker for IMGDC 3.0. We’re looking for speakers for next year’s conference in Las Vegas, NV, from April 17-19.

Read on for more details.
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26 September, 2008

Reputation

One thing that experienced people coming into the game industry don’t seem to understand is the role of reputation. Especially when you start talking about online games, which are a subset of the industry as a whole; the few of us very experienced people pass around a lot of information about people we’ve worked with.

So, let’s take a look at how you manage your reputation in the game industry.
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4 July, 2008

What’s wrong with the game industry (this hour)
Filed under: — Psychochild @ 5:04 PM

Happy 4th of July! Let me take this opportunity to do something truly American: complain about my work.

Sanya has a post about “best practices” talks at conferences. She mentions that she has a sense of deja vu: saying the same thing to the same people taking the same notes as before. She then laments that conferences never really seem to be educational, just excuses to get together and network.

It’s the same thing I was feeling several years ago and why, although I love making games, I really fucking hate the game industry.
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22 May, 2008

Early stages of MMO development

I’ve found myself working at the beginning of yet another new project. I can’t say too much about it right now, other than experienced people will probably say they want to work on a similar project. The project aims to be fun (obviously), accessible, interesting, small-scale, able to take some risks, and not a watered down game intended to appeal to the “casual market.” We’ll see if I can actually pull something like this off.

However, one of the things I’ve done repeatedly in the past has been to consider the stages of MMO development, particularly the early stages. I figured I’ve been through this enough to write a little post about it to help others. Prepare to be educated!
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16 December, 2007

Weekend Design Challenge: Tools
Filed under: — Psychochild @ 2:13 PM

For this challenge, we’re going to go a bit meta. This weekend, imagine you’re a designer on an MMO project during the planning stages. Your job is to suggest a tool (or a feature for a tool) that will make creating your project easier for you. You have to describe it well enough that the programming team can implement it for you.

My example after the jump.
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7 November, 2007

The role of scripting for designers
Filed under: — Psychochild @ 5:02 PM

It seems like everyone got together and decided to have an interesting discussion right as I was out of town. The issue brought up by Joe Ludwig was: No designer scripting. This assertion created a lot of discussion, including a followup post by Joe.

Since I fancy myself both a programmer and a designer, I have something to say about this!
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21 October, 2007

Weekend Design Challenge: Sacred Cows

This week’s challenge: Discuss a game development “sacred cow”. Discuss why it’s so sacred, why it’s a good/bad thing, and how it affects game development.

My example after the jump.
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4 October, 2007

Yet another new MMO dev blog
Filed under: — Psychochild @ 4:34 PM

Actually, it’s a resurfacing of an old blog. Experienced husband and wife developers Sandra ‘srand’ Powers and Eric Heimburg have set up a new site called Elder Game. They’ve worked at multiple companies, but might be best known for their work at Turbine.

Anyway, I got to meet both of them a few times, and I’ve always had wonderful conversations with them about game development. Therefore, I highly recommend watching the site for more insightful discussion.
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21 August, 2007

Why bugs don’t get fixed

It’s frustrating that some bug never gets fixed. Endless amounts of seemingly useless content is added, but that bug that really irritates you still taunts you, unsquashed since before launch! Why does that happen?

I recently read a fascinating article about the “Cool Cam” in the game European Air War. I think this article is a great example of why bugs sometimes go without being fixed. Go read the article, it’s also quite humorous, too.
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21 January, 2007

Weekend Design Challenge: Attention to detail

This week, we’ll see how well you pay attention. The challenge is this: Why is this post special? Post your answers in the comments below.
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