Casual MMO gameplay?
Reader (and former co-worker) Christian Knickel wrote me with an interesting question:
If you're going to build a "casual" MMO, what types of core gameplay would it have?
More information after the jump.
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Reader (and former co-worker) Christian Knickel wrote me with an interesting question:
If you're going to build a "casual" MMO, what types of core gameplay would it have?
More information after the jump.
(more...)
Well, now that we've eaten our turkies (or goose, as the case may be), time to think about holidays. While playing some of my usual games, I was struck that there seemed to be no big celebrations for Thanksgiving. Now, I suspect this is mostly because it's a very U.S.-centric holiday, and the big games are now truly international. But, still, it was interesting that I missed some of the trappings of the particular season in online games.
So, let's think about holidays.
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In last weekend's design challenge, I asked about time commitment. How much time is appropriate for a game to require?
The consensus was "it depends". And, that's true. But, what does it depend on?
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I'm writing up an article on the time required by games, but I thought I'd get some thoughts from you all before I dive in.
So, here's this weekend's challenge: How much time should games require?
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This is going to be an easy design challenge: go learn something new. It doesn't even have to be about game development.
Learning new things is the best way to get exposed to different ideas. What I learned today is after the break.
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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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Having just gotten back from celebrating my birthday in Hawaii, I figured I'd give everyone an easier challenge this week.
Imagine that a game simulates a paradise. For a game, this will eventually get boring; so, we have to introduce some conflict. So, the challenge is: what is that conflict?
Some thoughts below the jump.
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