I just dinged level 40 in Neverwinter. That might not be anything special, except a few hours ago I was level 16. How did I jumped 24 levels in one evening of playing? I used the Foundry. Players can make their own content using the Foundry. I wrote before how much I love this feature, [...]
Archive for the ‘Design/Development’ Category
Leveling Isn’t Necessary
Just like PvP, leveling isn’t necessary. In fact, I think leveling and designing leveling is not only a waste of time for developers, and as a result a direct waste of money, but its also detrimental to game design when it isn’t necessary but included anyway. In World of Warcraft, I find most of my [...]
Vertical vs. Horizontal Progression: Can one ever really exist without the other?
I was thinking tonight about what to write tonight (I’m suffering from some massive writer’s block) when I decided to catch up on the Camelot Unchained videos that released while I was moving; Mark did like 5 of them in one day. I watched the video where Mark talked about character progression and how he [...]
Camelot Unchained’s Building and Mining Systems
Camelot Unchained is getting closer to their goal, but even closer to their deadline. I’ve pledged, and I think a lot of our readers have pledges as well. CU’s building, and in a way part of its crafting, system was revealed recently. Personally, I would have lead with this information. This is huge. In fact, [...]



