Monthly Archives: April 2006

Ideas on a Persistent World

I have one main complaint about the MMORPG genre. At the end of the day, I just feel so damned inconsequential in the world. Despite succeeding against impossible odds (OK, more often, trying and failing against impossible odds), nothing really … Continue reading

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In a MMO, even Death isn’t a certainty.

Toon death is quite the popular topic recently (and probably always has been). KillTenRats wrote on the topic, posing the problem of toon death, and favouring power modifiers over xp loss (or debt). I’m not so sure on the power … Continue reading

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MMODIG on Permadeath

After writing today’s blog entry, I noticed MMODIG also wrote on the potentials of permadeath in a MMO. Some very good thoughts on a potential game feature that could bring a lot to the genre. -T’uebit

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The Price of Toon Attachment

This started out as a comment to Tachevert’s entry on Games and Identity. My comment quickly turned into keyboard diarrhea, thereby qualifying it for a blog entry of its own. Tache discussed the subject of players’ real attachment to their … Continue reading

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Games and Identity

Before the groaning commences, I’m not really shooting for a detailed statistical analysis of identity in online games — I’m not equipped for that, I don’t have the research, and that’s a level above what I’m shooting for. I’m going … Continue reading

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‘mor-pu-gu? ‘mor-pu-je? ‘mo-rup-ü-je?

How do you pronounce MMORPG, anyway? I thought this would be an excellent place to start the discussion. You might disagree, of course, saying, “Who the hell cares, … its just a word. Let’s talk about designing MMORPGs.” To this … Continue reading

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