Archive for the ‘Design/Development’ Category

Players Naturally Seek Out Shortcuts

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, [...]

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, [...]

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