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Tag: design

My Struggle with Sandboxes

Posted on January 27, 2012 by Gazimoff

I’ve been having a bit of a Minecraft kick lately, after finally getting enough time to enjoy the recent(ish) updates. The world generator now spawns features like abandoned mines, subterranean strongholds and populated villages as part of an Adventure Mode overlay. The great thing about this Adventure mode is that it’s entirely optional. You can…

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LFD: No Simple Answers

Posted on January 24, 2012 by Gazimoff

Looking around the blogsphere today reminds me of battle re-enactment. I can see the same people pulling on the same uniform and dusting off the same weapons to have the same good-natured scrap over something. The sheep-skin drums are beating, the blue and red overcoats are being pulled on. The beer tent is filling up…

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The Best Raids: Past, Present Or Future?

Posted on January 16, 2012 by Gazimoff

Last week a subject cropped up in one of the article discussions: is Warcraft raiding getting steadily better all the time, or has it reached a peak and is in decline. Answering this by itself can go either way – more people than ever are able to experience tier 13 due to the predicted arrival…

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Pure DPS: The One True Class

Posted on January 11, 2012 by Gazimoff

Every so often I hear this argument crop up: character classes that can only deal damage shouldn’t exist in modern MMOs. Every class should instead be able to switch to tanking or healing, or possibly even both. The idea is that a shortage of any one of the three roles should be resolved by players…

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Questions To You: On Criticism

Posted on December 29, 2011 by Gazimoff

As we move into the new year I wanted to take some time to pose a handful of meta-questions. Instead of doing my usual role of talking about MMOs, I wanted to get some feedback from you on some broader questions. I’ll have a handful of these over the next week, with the first one…

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SWTOR: The Broken Mess of Crew Skills

Posted on December 19, 2011 by Gazimoff

Over the last few days I’ve been digging into the crafting system in Star Wars: The Old Republic. This isn’t something I really got into during beta – I was too busy waving around my lightsaber and shooting lightning from my fingertips to be concerned with harvesting materials and making pointless items. I’m regretting that…

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My MMO Manifesto

Posted on December 5, 2011 by Gazimoff

About a week ago Brian Green asked a problem over on Google+. After seeing that various bloggers were complaining about the stagnant situation of current MMOs, he asked what it is we truly want to see from the genre. I can understand why – it becomes frustrating when you’re trying to improve the games we…

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Star Wars: The Old Republic – First Impressions

Posted on November 19, 2011 by Gazimoff

The NDA for Star Wars: The Old Republic has now been lifted and I’m finally free to share my opinions with you. In theory this would mean that I’d be unleashing a huge mega-post containing details of every single nuance about the game. I’m going to resist the urge and scale back a little bit…

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The Gates of Compelling Rewards

Posted on November 9, 2011 by Gazimoff

Do you ever get the feeling that you’re somehow missing something when you read a particular piece of news? That’s how I felt when I was reading over Ghostcrawler’s latest blogppost where he talks about item stat inflation and the problem it presents. While it’s a great article that hints at some difficult choices ahead,…

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Mobile MMO Missteps

Posted on November 3, 2011 by Gazimoff

At the moment I’m on holiday, which probably explains why I’ve been a bit lax on updates. While for some that might mean hitting the nearest beach and putting their head into a good book, for me it means working out just how many of my glorious gadgets I can take with me. What started…

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