Psychochild's Blog

A developer's musings on game development and writing.

4 May, 2016

The newbie tabletop gaming experience
Filed under: — Psychochild @ 7:25 PM

The new player experience is something that gets a lot of attention in computer gaming, particularly in MMO gaming. Recently, I’ve been initiating a fellow gamer into the deeper mysteries of a tabletop RPGs and have been helping her to create a character. Along the way, I’ve been taking a look at what it takes to get someone into tabletop gaming. And, by extension, how to apply these lessons to other games in the future.
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27 April, 2016

Always look on the bright side of MMOs
Filed under: — Psychochild @ 6:53 PM

Okay, so yesterday I went a little dark and pessimistic. Or, as Richard Bartle calls it, “A normal Tuesday night.”

Today, though, I want to look on the bright side and respond to Timothy Lochner’s suggestion:
“What do you believe is an untapped “thing” for the MMO space that could actually be viable?”
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21 April, 2016

The right tools for the right job
Filed under: — Psychochild @ 2:49 PM

One of the most important and ironically most overlooked area of game development is tools. Tools are incredibly important because they enable game developers to create content for a game. In MMOs, this is especially vital because an MMO often lives or dies by its ability to create content ongoing; an MMO without new content gets stale. In single-player games, tools can be refined and shipped with the game to give the game longevity from players who will continue to create content for the game, keeping it fresh for a group of enthusiastic fans.

Let’s take a look at the importance of tools in games.
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20 April, 2016

Go buy March of the Living
Filed under: — Psychochild @ 11:08 AM

My very good friend Dave “over00″ Toulouse released his latest game today: March of the Living.

The short version: It’s FTL on Earth with zombies. That should excite you enough, but I’ll go into a bit more about why the game is amazing.
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19 April, 2016

Why tabletop RPGs are great
Filed under: — Psychochild @ 2:31 PM

I’ve written three previous posts about my history of with tabletop RPGs. I wanted to give some context for this post, where I explain why I think tabletop RPGs have made me a better game designer.

And, I think they have a lot of great design lessons for any aspiring game designer as well.
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17 April, 2016

Tabletop RPGs, I am now an adult playing “let’s pretend”
Filed under: — Psychochild @ 1:14 PM

Yesterday I wrote about my college years, and today I’ll write about my adult life and experience with tabletop RPGs.

It’s probably going to come as little surprise that a gaming nerd like me, who became a professional computer game developer, still enjoys tabletop gaming.
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16 April, 2016

Tabletop RPGs, the college years
Filed under: — Psychochild @ 5:16 PM

Yesterday I went over the early years of tabletop RPGs, where I had a forbidden love in the form of D&D.

Now, let’s see what happens when our brave hero leaves home and enters university.

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15 April, 2016

I am a tabletop RPG aficionado
Filed under: — Psychochild @ 6:44 PM

One of my big passions is tabletop gaming. It has been a significant part of my gaming life and career, even if I’ve never directly developed a tabletop game. Well, yet, at least. :)

Let me take you on a little journey and talk about what tabletop RPGs mean to me.
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8 March, 2016

Creating your own fun in depreciated content
Filed under: — Psychochild @ 4:23 PM

One problem with the typical PvE type content in WoW-style PvE games is that old content gets depreciated eventaully. That old dungeon you ran dozens of times before the expansion becomes mostly meaningless after the expansion; item stats jump so high that a player can easily obtain gear better than the high end raiding gear of yore.

Let’s take a look at depreciated content and how I’ve found some fun in the depreciated content of FFXIV.
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21 February, 2016

Ninelives and the single-player MMO experience
Filed under: — Psychochild @ 8:13 AM

Back in the early days of my MMO development career, a question developers asked ourselves was, “Would MMOs still be fun with nobody else around?” The consensus was, “probably not,” as a lot of MMO gameplay was pretty thin and it was really the social interactions that were the focus.

Obviously things are a little different some 18 years later. But, perhaps it’ll be interesting to examine that question in more depth given a more modern context. And a new game Ninelives gives the perfect excuse to look at this question, as it is essentially an MMO without other players.
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