Psychochild's Blog

A developer's musings on game development and writing.

13 August, 2013

The Standard Disclaimer
Filed under: — Psychochild @ 2:20 AM

As you might have heard, there was a little announcement last weekend about a game called EverQuest Next. They’re doing some particularly exciting things, and one of those things is emergent AI. There’s a little company called Storybricks who is working on that emergent AI. You might have heard of the company. (Protip: I work at Storybricks.)

On the bright side, it’s very exciting to be working on a groundbreaking title. On the other hand, I know from experience that I’m going to be watched a lot more closely and people will try to read into my words. An offhand phrase is interpreted as a solemn vow. (You old-school MMO people will remember the hilarity around Necromancy in Ultima Online.) So, let me post this disclaimer:

The opinions and points of view expressed in the posts on this site are my own and do not necessarily reflect the views of my employer or any company I am working with.

Further, unless I explicitly state so, nothing I post should be construed as a hint about EverQuest Next‘s design or content. (I don’t get the privilege of saying “just kidding” after making a controversial statement.) So, if I write an article supporting permadeath in Storybricks development, you should already know that EQN won’t have permadeath in it.

I know most of you are reasonable people, but I’m just trying to avoid any uncomfortable situations involving my words and a very talented team trying to blaze new territory. They already have a hard job, so I don’t want someone taking my words and making that job even harder.

Just stay tuned for something that will continue to amaze you.
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7 May, 2012

NBI: What makes your blog special
Filed under: — Psychochild @ 1:53 PM

Rawr! It's a dragon!

I’m going to claim that I’m fashionably late to the Newbie Blogger Initiative. To be fair, I’ve been busy. So, I’m going to cheat a bit, ignore the rules, and jump right into offering advice. :)

So, what does make your blog special?
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14 September, 2011

Perception of Vision
Filed under: — Psychochild @ 12:32 AM

I’ve almost recovered from a busy schedule of attending conventions. Almost. But, hey, I’m writing again.

Let’s take a look at what’s on my mind at this moment: vision. Specifically looking at the future of games and how it affects game development.
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29 June, 2010

Is a death penalty appropriate?
Filed under: — Psychochild @ 2:48 PM

There’s been some discussion about death penalties lately, and I figured it was a good opportunity to discuss some issues with death penalties in MMOs, and penalties in games in general from a game design point of view. So, let’s take a look at this topic and see how many flamewars we can fan!
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8 April, 2008

Interviewed at IMGDC
Filed under: — Psychochild @ 9:25 PM

At the recent IMGDC, I was interviewed by Cameron Sorden for Ten Ton Hammer. You can read the interview here: http://www.tentonhammer.com/node/29933

Some thoughts after the jump.
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23 August, 2006

Generations of characters
Filed under: — Psychochild @ 5:07 PM

Scott Jennings posted a link to someone talking about permadeath, again. Never a popular topic with people given the current “cumulative character” design that dominates game design these days. I mean, who wants to spend hundreds of hours raiding if you’re just going to lose it all when your character dies? After all, raiding is the ultimate form of gameplay that should be heavily rewarded.

Too much sarcasm there? Sorry. Anyway, despite the naysaying, I’ve had a system that I think would fit the bill nicely here. Instead of just offing characters after they “age” so much, have the “death” system tied into a system of character “generations”. That’s been talked about before, but here’s the interesting twist: tie these systems into expansions for the game. Intrigued?
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4 March, 2005

Successful failure?
Filed under: — Psychochild @ 12:08 AM

There’s been a fair amount of discussion going on about failure in games, starting with an article over at Terra Nova asking why we don’t have failure in our games. Damion Schubert then penned a followup entry in his blog.

I figured I’d say a bit about the topic as well, since I’ve already expressed an opinion on the topic in the comments of the Terra Nova article above.
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