Feeds:
Posts
Comments

Archive for November, 2008

Sell and Resell

I’ve written about capturing RMT demand before, and how Puzzle Pirates does it right. I’ve also written about how publishers are whining about used game sales.

What if a Guild Wars-like MMO business model not only allowed account sales, but facilitated them? (more…)

Read Full Post »

These holiday seasons always give me reason to stop and think a bit about life.  For the last few years, that has meant that I’m ever more serious about shuffling things around.  The “Christmas” stuff I see in stores and hear on the radio from November 1st onward really make me wish for the shuffle.

So what is it?  I simply propose that we swap Valentine’s Day and Thanksgiving.  With Valentine’s Day in November, those who are rather bitter towards it have something to look forward to in Christmas.  (Rather than what… Memorial Day?  Independence Day?  Labor Day?)  With Thanksgiving after Christmas, it doesn’t get lost between the “hell and heaven” holidays of Halloween and Christmas like a red headed stepchild, and most importantly, people can recover from Christmas and then actually give proper Thanks for the junk, er, stuff, er… gifts they received.

The naked greed that Christmas has come to represent (thanks, capitalism!) could be properly followed and tempered with a bit of gratefulness, rather than a period of hibernation and then a bit of lust.

Then again, that might mean that the Halloween candy that goes on sale on Nov. 1 may well be shuffled out of the store quicker, to make room for the little heart candies.  I’m undecided on that, since I love the heart candies… but I love cheap candy on sale as well.  Decisions, decisions…

Read Full Post »

It’s a good thing I don’t even like the games these guys put out:

Take Two wants to suck your blood

The current market trends are making the retro gamer in me happy that I didn’t sell all of my old games. I can still play those ones, whether or not the company approves, and without surcharges.

Read Full Post »

Edit: Update!  My “final” word on Atlantica Online is here:

Atlantica Online: Review and Summary

———

I’ve written about Atlantica Online a fair bit recently.  I’ve played Puzzle Pirates for the last two and a half years, and written about it in various places.  Both are a breed of MMO that eschews the subscription business model, and I’ve enjoyed them thoroughly.  They are good examples of two alternates to subscriptions, and I think both will be successful… but I do think that Puzzle Pirates has a clear edge.

I’ve written before about the natural balance of demand and supply as it applies to MMOs.  Item Shops and Dual Currency systems (IS and DC henceforth) provide ways for real world cash to balance the time investment of other players, and for the company to monetize demand and support their game without subscription fees. (more…)

Read Full Post »

Zombies.  I can’t stand them.  Drooling, dripping, devoid of any redeeming qualities.  (You can tell them apart from politicians because zombies are better conversationalists.)  Chris reminded me of my general disgust with zombies over here, and I wanted to take a minute exploring that.  Yes, this started out as a joke post, but I realized that I’ve been reading some Silent Hill reviews by Shamus over at Twenty Sided, and figured that there’s a serious bit of game design analysis to be unearthed here.

It’s funny; I’ll never play one of the so-called “horror” games, and I don’t watch horror movies.  Reading Shamus’ articles on Silent Hill, though, I do find that there are some solid game design principles that such games are uniquely poised to take advantage of.  Before that, though, Zombies… (more…)

Read Full Post »

Edit: Update! My “final” word on Atlantica Online is here:

Atlantica Online: Review and Summary

———

So, I’ve written what, four articles about Atlantica Online?  I happen to really like the game.  There’s more that I want to write, I just have to make time for it.

Yet… I goofed.  The first two articles I wrote were while the game was in open beta.  Now, I’m not sure, but I think that I may have breached an agreement not to talk about the game during that period.  Oops. (more…)

Read Full Post »

There is a discussion bouncing around between several blogs lately regarding levels and progression in games, specifically MMORPGs. I’ve commented on most of them, but I wanted to write a bit over here as well.

I’m interested in alternate progression tracks in RPGs. The “level” paradigm works, but it seems so… arbitrary. Gain a level, ding, you have 10% more HP and 5% more MP, a bit more strength, dexterity, whatever.  We eat it up as gamers, because we like being stronger.  We like seeing progress.  We like to see bigger numbers as we keep sinking our time into the game.  We like that whooshy special effect and shouting “DING!” in Barrens Chat.  Still, can there be something better?

(more…)

Read Full Post »

« Newer Posts - Older Posts »