mmo design
Massively Overthinking: MMOs, challenge, and flow
A couple of weeks ago, MMO developer Mark Kern tweeted a controversial claim about how challenge and interactivity is the point of games (and...
Vague Patch Notes: Do video games really need trade shows anymore?
The past few years have seen some really big seismic shifts in the game industry. In the time that I've been working here alone,...
Vague Patch Notes: Timesinks, sunk time, and MMOs
Here's a fun question I asked myself a lot back in the day: Why, exactly, did leveling take so long in Final Fantasy XI?
The obvious mechanical...
Vague Patch Notes: How MMO studio communication and player confidence really work
Here's the funny thing about communication from MMO studios: It's vital to the continued feeling of a healthy game, and yet at the same...
Design Mockument: Plausible ideas for The Matrix Online 2
When Bree found out that I'm a fan of the Matrix franchise of films, she said it'd be fun to see me take on...
Vague Patch Notes: How time distorted what ‘hardcore’ means for WoW Classic
There's a contingent of players looking forward to the launch of World of Warcraft: Classic next week that is vocally thrilled about one specific...
Vague Patch Notes: Lazy MMO developers don’t exist (at least not the way you’re thinking)
The other night, I was reading the Final Fantasy XIV subreddit and came across that gem of all gems for people who love badly...
Vague Patch Notes: Random thoughts on randomness in MMOs
Here's a fun little trivia fact that you probably already know: Computers can't really do randomness. A random number is usually generated by pulling...
Vague Patch Notes: Just stop pre-ordering video games
Look, you've probably heard this before, but it bears repeating now: Don't pre-order that game. Pre-ordering games is a bad idea. And this week,...
Vague Patch Notes: Keeping it simple, oversimplification, and MMO design
People who have read my work for a while know that I really like tabletop roleplaying, and I have copies of two of my...
Vague Patch Notes: Datamining, leaks, unforced errors, and messaging
So now that Final Fantasy XIV: Shadowbringers has been released, basically everyone playing the game has completely forgotten that the expansion actually prompted some...
Vague Patch Notes: Why live MMOs struggle to onboard new players
There are, at the time I write this, two basic approaches for getting new players up to speed in existing MMOs. Both of them...
Vague Patch Notes: The curious case of the esports bubble
I've been thinking a lot about esports lately. This is not actually something IÂ like to think about, mind you; my general attitude toward esports...
Vague Patch Notes: Don’t take it personal, it just ain’t your (MMO) story
Here's an interesting fact of trivia for you for today: I am pretty much clocked out when it comes to news about H1Z1. The game...
Vague Patch Notes: On fans and fanboys in MMORPGs
When you play Final Fantasy XIV, you are going to be stuck playing one of an assortment of jobs, with no actual customization to distinguish...
Vague Patch Notes: MMOs are not the same as your single-player games with servers
Recently, I've been trying to get into Bloodborne. This isn't a result of my disliking the Souls franchise as a whole, just that it's never...
Vague Patch Notes: It’s all right for MMO studios to stop trying
Let me tell you about last year's NaNoWriMo project. If you've never taken part in National Novel Writing Month, it's a great reason to...
Vague Patch Notes: The community is and is not the MMO
The community is not the MMO. That should be obvious. There is a game to League of Legends that exists without any of the toxic...
Vague Patch Notes: The occupant’s dilemma in MMORPGs
This is the story of Stanley.
Stanley had a hobby, and that hobby was playing MMOs. Every day, he logged in to Final Fantasy XI, where...
Vague Patch Notes: Finding motivation within MMOs
Here's a fun question to ask yourself when you're doing basically anything in an MMO: Why am I doing this? It's usually at once...