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  • Under The Hood: Colored Segregation

    by 
    James Murff
    James Murff
    05.24.2008

    There are a lot of different game mechanics, ranging from the downright simple to the ethereal and hard-to-explain. I've talked a lot about the more subjective stuff, such as lore and paradigms and this and that, but only a few times have I hit the nitty gritty. So this week, I'm taking things to a controversial (not really) place. Judging items based on their color and how fantasy MMOs follow the same color patterns for identification, at least to a certain point.

  • Under The Hood: New Beginnings

    by 
    James Murff
    James Murff
    05.17.2008

    Part of any MMO is starting from scratch. Whether you just started a new MMO, or a new character, the first few hours playing can determine whether or not you want to keep playing that game or character. So why is it that most MMOs have a lack of early game content? Countless times I have heard players complaining how hard it is to get into a game because the early content is all about grinding. In a sense, though, this ties into last week's article, and the desire of developers to have you keep giving them all your wonderful green money.

  • Under The Hood: Stories and Lore

    by 
    James Murff
    James Murff
    05.10.2008

    Part of any game is how the lore of the world interacts with the players although a lot of times the players don't realize it thanks to boring quest descriptions. World of Warcraft has the rich Warcraft universe behind it, Lord of the Rings Online has its own lorebook, and City of Heroes and Villains has a richly detailed history of super-powered beings. So why is it that we don't see the lore at the spotlight all that often?

  • Under The Hood: Puzzling Developments

    by 
    James Murff
    James Murff
    03.21.2008

    There's an interesting counterpoint to the increasing amount of games following the traditional MMO mechanics layout. No, I'm not talking about space MMOs and the mechanics they follow. We covered those last week! I'm talking about the gradual seepage of puzzlers into the genre. It's a budding paradigm, and has both failings and virtues. Naturally, it's time to dissect them.

  • Under The Hood: The Depths of Space

    by 
    James Murff
    James Murff
    03.14.2008

    Riding on the coattails of my last article, I realized that it would be a good idea to explore that new frontier. No, not cowboys and Indians. Outer space in MMOs is rapidly becoming the new "generic fantasy continent(s)" that almost every other MMO takes part in. It's also pushing the envelope, in one case letting players practically run your game, and in another cases exploring new and varied game mechanics.

  • Under The Hood: Strategy on a Massive Scale

    by 
    James Murff
    James Murff
    03.07.2008

    Ask any MMORPG player out there how much time it takes to play their game of choice, and the answers will range from the incredibly long to the delightfully short. And they will almost always be measured in how long it takes for you to level (one hour, one day, one year, etc). But real-time strategy games don't have any dependable way of measuring player level, and still need to keep the player playing for a long time.