Category Archives: Game Design

Crowfall: Combat, Controls, and Cohesion

Happy Halloween, ladies and gentlemen!

On October 13th, ArtCraft Entertainment released a blog post discussing the end of pre-alpha 1.0 (or Hunger Dome 1.0) and the data they collected during that time period. Being that this was an alpha test dedicated to testing combat, much of the data ArtCraft presented had to do with character usage and the frequency that powers were being used. The interesting aspect of this information was the exceedingly low usage of the combo variants available to the archetypes. For today’s post, I will discuss a question raised in the Crowfall blog, make my own observations, and provide a potential solution.

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RPG Maker: The Plugins Are Coming! The Plugins Are Coming!

Greetings, ladies and gentlemen!

Since the latest version of RPG Maker is due to release very soon, a lot of information regarding the Plugins feature coming with MV is being released. The way they are presenting the information is a little weak. RPG Maker Web is releasing videos to showcase the features, which is great, but the information is being delivered through text instead of voice over, or a combination of both. However, each video is filled to the brim with information. I have learned a great deal about what plugins actually are, what they do, and why they are awesome. That will be the focus of today’s post, and I’ll try to keep it short.

Warning: I tried to keep it short… and I failed. Lawls.

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Heroes of the Storm: Raynor… Is An Assassin?

Greetings, ladies and gentlemen!

Last week, I wrote an editorial for MMOs.com about Heroes of the Storm and the things it gets right. In that same week, I logged into HotS and acquired some new daily quests. One of which was to play a few games as a StarCraft character. According to my profile, I had not played any character from the StarCraft universe until that point. The character I decided to play to complete this quest was Raynor, the Renegade Commander. He’s a fun character to play, but for being classified an “Assassin” he is constructed rather oddly. For today’s post, I will intermingle my experience playing the character with the aspects of his design I think works, the aspects of his design that seem awkward, and I’ll make some suggestions on how he could be changed.

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RPG Maker: U and I could use some work…

Greetings, ladies and gentlemen!

Last week, I wrote a post regarding some issues that I had with the interface in the current version of RPG Maker while using a screenshot from the interface of the upcoming installment to the series as a direct comparison. The purpose of the post was to show that the developers are rather slow to make improvements to their software. This post will act as an immediate follow-up to last week’s post, “U and I aren’t working…”, and go over some of the solutions that I came up with for significantly improving the software’s interface, and some additional aspects I didn’t cover last week.

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WildStar: A Possible Future of Housing

Greetings, ladies and gentlemen!

Last week, I saw a fan-made video that was released to YouTube by Kelzam Duskthorn, a member of the WildStar community. Viewers of the video were introduced to one of WildStar’s core features, Housing. The video didn’t just introduce the housing feature, it sought to show a bit of its origins, how it evolved, and to showcase what WildStar’s community is capable of doing with the tools provided to them. Throughout the video, viewers are treated to clips of handcrafted locales the WildStar housing community have built within their own digital backyards. Each fully customized housing plot could easily be mistaken as a location found in WildStar’s game world. As I watched the video (more than once), an idea emerged from within the dark recesses of my jumbled mind to surprise, amaze and excite me. Today’s topic will focus solely on this simple yet (potentially) brilliant idea spawned from a phrase spoken in the video. Let’s discuss Player-Driven Content.

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RPG Maker: U and I aren’t working…

Greetings, ladies and gentlemen!

I’ve been doing some thinking about the recently announced version of RPG Maker. I shared a few of my thoughts about the information I could glean from its features page in my previous RM post, but there have been other ideas and musings rattling in my brain. These thoughts aren’t exclusive to just RPG Maker MV, however. So, the focus of this post will be the design of user interfaces, some of the issues that I have experienced with the interface in RMVX Ace, and the ways I thought these issues could have been rectified in a future version of RPG Maker. Given what I have seen of the UI in RM MV, I figured I would address some of these ideas and hope that an update will be made to MV in the future. Barring that, one could always hope the next iteration of the software will use some variation of my ideas.

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RPG Maker: The Next Installment Is Near…

Greetings, ladies and gentlemen!

I’m not sure how many of you use, or even know about, the game development software called RPG Maker, but very recently there was some news released regarding the next installment in the series. While there isn’t a TON of information available about this new version, there is a page on the RPG Maker website that provides a few details regarding some of the software’s features. Allow me to introduce:

Logo - RMMV

For today’s post, I will be discussing some of the new features, the changes being made to features from past versions, and any similarities this version has to previous versions.

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Diablo III: Itemization Woes (Part 2)

Greetings, ladies and gentlemen!

In the previous “Itemization Woes” post, I went over some of the issues I have with the way gear is handled in Diablo III. At present, there’s too much randomization built into the current system and there aren’t enough options that give players direct control over making an item worth using. However, there are a great number of options that give players additional chances at crap loot. Blood Shards, for example, are a great way to waste both your time and your hope of acquiring any worthwhile items, and that should be changed. In fact, change is at the very center of this post as I will be listing out the various changes that I believe should be made to Diablo III, and discuss the reasons behind these desired changes. While I do believe more ways of playing the game and acquiring gear are desperately needed, this post will focus on changes needed for itemization – specifically at max level and while progressing through Torment difficulties. Read the rest of this entry

Diablo III: Itemization Woes (Part 1)

Greetings, ladies and gentlemen! I haven’t died, I promise.

A couple weeks before the end of Diablo III’s first season, my buddy, Groupy, and I decided to roll some Seasonal Hardcore toons just for shiggles. It was an interesting experience. The drop rate of legendary items, even on Normal difficulty, is fairly high. We bumped up the difficulty anytime the game started feeling too easy, but with a couple legendaries on our characters the difficulty increase wasn’t doing too much. I’m not saying there weren’t a couple occasions where one of our characters, mostly my Crusader, came really close to biting the dust, but beyond those select few situations the leveling was fairly smooth. I would seriously hate to die, though, for two main reasons: I don’t want to lose the gear I have found, and low level crusaders are boring as bawls. Luckily, starting over for Season 2 hasn’t been as bad as I had anticipated as my new Seasonal Crusader is already rocking a legendary axe and ring at level 14. However, today’s topic will revolve around an idea that I was reminded of while doing some Rift runs on my main, non-Seasonal and non-Hardcore, character: the itemization in Diablo III is terrible. Read the rest of this entry