WildStar’s path system fascinates me. Paths are almost class-like identities, but they’re not a class. They represent a playstyle, or how you like to play MMOs. In the lore, your path represents your responsibilities once you reach Nexus. This is ‘extra’ content for the players to involve themselves in beside the normal ‘leveling content’. That’s [...]
Archive for the ‘Design/Development’ Category
Genre Drift
I find this to be an extremely puzzling and often frustrating occurrence among games. At one point you will be playing a certain game, and as time goes on maybe the sequel. Before you know it years have passed and you are on game number 4 or 5 in the series and somehow it’s gone [...]
MMO Movement
This might sound petty, but if a MMO’s movement sucks then my interest in the game is immediately diminished. My first, and coincidentally clearest, memory of LotRO is the wonky movement. GW2 has wonky movement too. When characters ‘slide’ across the ground or don’t appear to be making connection and reaction to the ground, I [...]
MMO DLC: Adventure Packs
Back in 2005 or 2006 when I played EQ2 there were these mini-expansions called Adventure Packs. These Adventure Packs introduced new areas, quests, items, and monsters and cost somewhere between $5 and $8 . I haven’t seen a MMO do something quite the same since, but the ideas is technically DLC. Does DLC belong in [...]



