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Back in 2001, I desperately wanted out of EverQuest. I hated the gameplay. I hated the community. I loved my guildies, but I hated what our guild was becoming, consumed by a grindy rat race so different from our roots in Ultima Online. When Dark Age of Camelot offered a way out, I took it, dragging...

5 months ago 0 Comments
October 17, 2014 at 12:00PM
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It's been almost four months since EVE Online switched from publishing two major expansions per year to releasing ten smaller updates, and so far it looks like the new schedule has been a huge success. Rather than forcing the industry overhaul out the door in Kronos before it was ready, CCP was abl...

5 months ago 0 Comments
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Eminent MMO designer Raph Koster inspired today's Daily Grind with his recent article titled When is a Clone, in which he discusses the difference between clones, reskins, variants, families, genres, and other words that gamers often use interchangeably when debating the merits of their favorite ga...

7 months ago 0 Comments
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Between Cataclysm and Mists of Pandaria, the warlock class saw a near-total redesign that, at this distant remove, we'd have to admit was a runaway success. Class redesigns are always a risky proposition - the dilemma is always between those who find the class reinvigorated and those that liked the...

11 months ago 0 Comments
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Over a decade ago, two brothers working out of their parents' house in Nottingham set themselves the impossible task of building their own graphical multi-user dungeon, a genre that later evolved into the MMOs we know today. RuneScape launched to the public in 2001 as a low-res browser game with on...

1 year ago 0 Comments
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When EVE Online was first released in 2003, it sold mostly based on its future potential. Everyone I played with in those early years got into EVE in order to be on the ground floor of an awesome space game that was getting more awesome by the month. Features were undergoing continual revision, a...

2 years ago 0 Comments
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New MMOs are released every year, and we often see them repeating the same mistakes as previous games or releasing without tried-and-tested mechanics. It just seems like common sense to learn from the years of mistakes and successes of other companies and previous titles, but it isn't always cl...

2 years ago 0 Comments
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Colin Johanson, Lead Content Designer for Guild Wars 2, has just posted an update to the ArenaNet blog. In it, he discusses some of the company's philosophy regarding measuring the success of Guild Wars 2 and how best to achieve that success. A big part of that philosophy is to constantly evaluat...

2 years ago 0 Comments
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I like to poke fun at ArenaNet staff members for their use of the word iteration. That's not because I think it's a cop-out or self-aggrandizement or anything. It's because I like to think of it as being at the top of an internal buzzword sheet with all the blogpost writers trying to work it into...

3 years ago 0 Comments
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In last week's EVE Evolved column, I celebrated the third anniversary of the column with a competition to win one of three prizes worth over 500 million ISK. Congratulations go to Uniqdragon, mdubs28 and Thorium88, who will be contacted via email to arrange receipt of their prizes. In a bizarre t...

3 years ago 0 Comments
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When it first launched back in 2001, RuneScape was a primitive beast. Its blocky three-dimensional world was littered with hand-drawn two-dimensional sprites, and most of its sound effects could have been created by whacking random objects with a hammer. Only a handful of quests and skills existe...

3 years ago 0 Comments
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Game development isn't just about flashy class reveals and unveiling new screenshots -- the fine-tuning behind the scenes is just as important, if not more so. Developer Isaiah "Izzy" Cartwright addressed this process in Guild Wars 2 development today in the newest ArenaNet blog post about att...

4 years ago 0 Comments
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Each of us has a different idea of the perfect game, whether it's an existing game with a few tweaks or something completely new. Game designers work tirelessly to make their own vision of the perfect game a reality, but there's no telling what players will think of a feature until it's finished. I...

4 years ago 0 Comments
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While we're all busy laboring in the shadow of Android 2.2's impending release, here's Google's sneaky first indication of the next version's release. In the FAQ for its newly announced WebM format, the Mountain View team tells us that Android support will come in the Gingerbread iteration, which i...

4 years ago 0 Comments
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Following up on a piece earlier in the month on "Breaking the Wall" and getting into game design, Champions Online developer 'Heretic' has posted part two of this series, which looks "Beyond the Wall" -- once you've broken into the field, what next? The article chops the game designing process int...

6 years ago 0 Comments
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Ever wonder what decisions go into a hardware redesign? Thanks to the latest edition of Nintendo's Japanese online mag, we finally get a portable peek into the DS Lite. Two Nintendo engineers who worked on the cuter DS sibling reveal how they pulled off the svelte new look while maintaining things l...

8 years ago 0 Comments