Posts Tagged ‘Game Design’

My Night in EQ: EXP Loss & Corpse Runs

Sorry for the delay between posts. This is the craziest time of the year for me.  I was thinking about what to write tonight when Graev reminded me about a tweet I made the other night describing an experience I had in EverQuest. A friend and I went into Upper Guk with a group to [...]

MMOs Need a Counter-Revolution

Back in 2010 I concluded that the MMO industry is working backwords. January 3, 2010 I said, “Looking at what the MMORPG’s of the past were able to accomplish, and what is being designed and attempted today, does it not appear as though we are working backwards?”  MMOs were once achieving certain things, progressing (EQ/AC [...]

I want MMOs to feel like an investment

As I mentioned in yesterday’s post, there’s something about EverQuest that I find irresistible.  I love many of the mechanics, and you all know I’m a fan of group-play, difficulty, and social gameplay.  I started to think harder, and during a discussion with some friends one key component was brought up: EverQuest is an investment. [...]

Something to Do

I’m always thinking about why people quit MMOs — why I quit MMOs — and trying to discover a way to prevent it.  A very simple notion came to mind: People need something to do.  Even if a MMO is great, fun, and I can’t find a fault, if I run out of things to [...]

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