Blog Archives

My WoW Clone: Introduction

Greetings, ladies and gentlemen!

Today marks the start of a new blog series! In this series, I will embark on a journey to concept an imaginary MMORPG that follows in the footsteps of RIFT and Star Wars: The Old Republic. This journey will be filled with a lack of original thought, a lack of imagination, and a rabid need to imitate everything that the most popular MMORPG has done since its release. I will go against everything that I stand for to concept a game without action combat, that focuses on Raid progression, and boasts the gear treadmill as its primary source of content. Join me as I endeavor to create my very own World of Warcraft clone.

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RM Project: Iteration of Itemization

Greetings, ladies and gentlemen!

Over the holiday break, I did some quick number crunching for my RM Project. I wanted to know precisely how many armor items I would need to create to fully realize the itemization system I had intended to use. Keep in mind, since I am using RPG Maker VX Ace, I need to stay within the 999 item limit. This wouldn’t be so bad if the database information for the Armors tab didn’t consist of items from four different equipment slots. It doesn’t leave a lot of room for more modern item systems.

I will let you know that the results were not encouraging. Due to the aforementioned item limit, my initial design would not have worked. In order to complete the full list of items, I would require at least double the space that RPG Maker VX Ace affords, if not more. While I didn’t expect to be able to use my initial design, I was still surprised by how much I would have to do. I was not surprised by RMVX Ace’s inability to support it.

I was forced to rethink the system as a whole. I took what I already had and chopped it into pieces. I created a new assortment of equipment slots, a new system of organizing the bonuses from equipment, and removed shields as a standalone item (more on the last bit later). Today, I will do a quick overview of how I organized the original equipment slots and itemization features I had planned to use. Then, I will discuss the new system that was created from the ashes of the previous one. This may get a bit technical at points, but I will attempt to speak plainly, for both our sakes (lawls).

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Who Does It Best?: Costumes VS Transmog

Greetings, ladies and gentlemen!

It’s Wednesday and there are no new episodes of Heroes Reborn for the rest of the year. So, I thought I would take the time to create a gaming-centric discussion.

There are a lot of MMORPGs out there, and each one provide players with an assortment of options to customize their characters. However, there is one facet of character customization that has only recently been receiving greater attention by the developers. This aspect of customization is incredibly important to players and their ability to create a unique identity for their character, or a personal identity within their community. I am, of course, referring to the capacity for players to modify the appearance of their characters without affecting their effectiveness in combat.

Today, I will review the cosmetic options provided by several MMORPGs. I will provide a short overview of each feature for those who may be unfamiliar. I will weigh the pros and cons for the design of each feature. Then, I will choose one of the features listed here that I believe possesses the best model overall. In the end, I will be finding the answer to the question: Who does it better?

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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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WildStar: Stats, Runes, and Craftier Crafts

Greetings, ladies and gentlemen!

The Free-to-Play release of the sci-fi MMORPG, WildStar, is only a few days away from going live. The people at Carbine Studios have been releasing a metric crap ton of information on the main WildStar website. The WildStar Twitch channel has a live countdown. As September 29th draws ever closer, I am itching to get my hands on the game again. For today’s post, I’d like to discuss some important changes coming with the free-to-play launch. Let’s discuss Combat Stats, Runes, and Crafting.

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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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WildStar: Free-to-Play cometh… and it cometh hard… eth…

Greetings, ladies and gentlemen!

Earlier this week, on Tuesday, the good people at Carbine Studios held a special Twitch stream to announce the start of WildStar’s Free-to-Play Closed Beta Test (CBT). The stream was hosted by Community Manager DD Hollis (aka CRB_Sunshine), Creative Director Chad “Pappy” Moore, and Senior Product Manager Jen “Bardic” Ortiz. Unfortunately, Tony Rey, Community Creative Content Manager (too many words!!) and the former host of the infamous Zero-to-Fifty Podcast, was hiding behind the camera. Perhaps, he was traumatized by all the spider tweets he received from the WildStar community (I certainly didn’t send him one). Today’s post is going to focus on some of the information that was revealed during the stream, and I may add my own thoughts as the post progresses.

For the Dominion!

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MMO: So, I was watching Massively Opinionated…

Greetings, ladies and gentlemen!

Do you ever watch an opinion related video, or read an opinion blog post, and find yourself writing an essay in the comments? Well, that is what happened to me today while watching the 13th episode of Massively Opinionated, from Massively Overpowered, which was titled “Which MMO should have never existed?”  What was supposed to be a simple, small, comment about my disagreement with Larry Everett’s judging (and what appeared to be a lack of comprehension of Jason Winter’s presented argument), turned into this incredibly long thing covering various points that were brought up in a very small span of time. I thought I would share it on the blog – just for shiggles.

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World of Warcraft: Stephan Frost joins the team!

Greetings, ladies and gentlemen!

So, I just found out that former producer for WildStar, Stephen Frost, has acquired a position at Blizzard Activision as the Design Producer for World of Warcraft. As a fan of his work on WildStar, I am glad that he found more work in the game industry. Unfortunately, I was sort of hoping he’d lend his producing skills to another potentially amazing project instead of finding his way to a game that, from my perspective, has long since lost any semblance of intelligent (or generally good) design. On the other hand, this could be a blessing in disguise, and maybe, just maybe, his entry into the WoW development team will create a shift in how the game is designed. Though, that is really dependent on how much weight his position holds on the game’s direction.

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