This past weekend, Steam launched their Free-To-Play service for several games. I picked up three MMOs that I hadn't played before at all. Since then, I've played Champions Online, Forsaken Worlds and Spiral Knights.
Of them all, I still prefer my UI in WoW on a patch day with all of my addons enabled. Yes, they're that bad. Well, almost that bad.
Showing posts with label MMOs. Show all posts
Showing posts with label MMOs. Show all posts
Tuesday, June 28, 2011
The Importance of a Good GUI
Labels:
Champions Online,
Forsaken World,
Game Mechanics,
Interface,
MMOs,
Review,
Rift,
Spiral Knighs,
WoW
Friday, June 24, 2011
Creating an MMO (Part 1)
This will probably end up being a multi-part series so I'll preemptively call it part one. So a good MMORPG has lots of critical bits, and it is important to not miss any while designing the game. You want the game to sell, either as a subscription game or as free-to-play, and the model you choose shapes the way the game is designed.
Some of the qualities a good MMO has are:
Some of the qualities a good MMO has are:
- An engaging story
- Quality PvE encounters from level 1 to the cap.
- An achievable end game
- Balanced PvP throughout the game
- Replayability
- A rewards system for those who have done 'everything'
- And probably a lot more.
Subscribe to:
Posts (Atom)