paper-doll

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  • MMObility: Stomping around the world of The Missing Ink

    by 
    Beau Hindman
    Beau Hindman
    08.03.2012

    If there's one phrase that gets me excited for a new MMO, it's "cross-platform." I know that's not very slick-sounding, but when I hear those words, I envision playing the same game across multiple devices. I can sit at my PC, move over to my bar, take a seat on my patio, sit down in the bath (with the tablet carefully held over the side) and finish off a dungeon while I'm lying in bed. The Missing Ink is not only attempting to be a unique title by offering the type of access that we normally see only from Spacetime Studios or HTML5 browser MMOs but presenting a very unique-looking game, one of paper cutout figures and Burton-esque curly trees dotting a wavy landscape. There's also a building mode promised, although I haven't experienced it yet. But will this multi-platform approach work? Well, I took a look at the alpha and have enjoyed what I've seen so far, but I must warn you: This is not a review. It's hardly even a preview. It's just a peek into a strange, new game. The following opinions and gameplay bits are subject to massive, sweeping changes.

  • Playing with Diablo 3's paper dolls - and loving it

    by 
    Rowan Kaiser
    Rowan Kaiser
    06.01.2012

    This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. It's the little things that push a game from good to great. Attention to detail is a big reason why Diablo 3 sold six million-plus copies in its first week. It's part of why Blizzard has one of the best reputations of any developer in gaming.My favorite collection of "little things" in Diablo 3 are the "paper doll" effects. When your character equips new armor or weapons, they clearly show up on your avatar. New helm? Ooo, it's got a plume! New two-handed sword? Man, that sucker is big.

  • How Lila Dreams was able to do a lot with a little

    by 
    Mike Schramm
    Mike Schramm
    03.28.2008

    Here at Massively, we're slowly becoming bigger and bigger fans of Lila Dreams, a tiny little MMO with some big ideas so far. The latest post over at the dev blog talks about how they made the best use of things that would normally be thought of as limitations in MMO design, and actually came out of it with more creativity than if they'd used more traditional MMO technology. The game is built in Java and Flash and is only 2D, but instead of settling for cheap animation, the designers actually used the drawback as a benefit, and designed a 2D scheme that lays down a set of bones, which can then be customized with any art that the designer wants to put in. What that means for players is customization -- the animation is designed around movement, not specific art, so lots of clothing or items or shapes can be put in their places, and the animation will still work.It also means, they say, that anyone can be designing animation, since instead of drawing frames or creating movement, you're just dragging keyframes around until they look right. The idea itself isn't necessarily new (lots of designers have used this "paper doll" philosophy, and of course letting anyone do animation doesn't guarantee that Lila Dreams will be anything special), but it's a good sign of the creativity of the Lila Dreams team that they took what most MMO developers would see as a negative (the limitations of Java and Flash), and made something interesting out of it. Can't wait to see they game they're cooking up.