Catégorie : game design
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Player-owned arenas
Does Eve need arenas? Kirith Kodachi thinks it does. He lists both the reasons (give the players the option to self-organize consensual pvp) and the tools (similar to those currently used in Alliance tournaments). There are multiple ways to consider arenas. Let’s forget a bit about consensual pvp and stick with the exciting word « arena« ,…
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Worlds of Darkness 6: day and night
The hard parts There is an ongoing discussion thread in the Planet Vampire forum about how the designers of the World of Darkness MMO would deal with the « hard parts » of the setting. What elements of the pen-and-paper Vampire: The Requiem roleplaying game would be difficult to adapt into an MMO format? Daylight makes vampires…
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Strategic Battlecruisers: the Spiders
This post is part of the EVE Blog Banter, a monthly EVE Online blogging extravaganza created by CrazyKinux. Any questions about the EVE Blog Banter should be directed to him. The eleventh topic comes from Joe Brusati, who asks us: « CCP states that T3 Strategic Cruisers are just the start for the T3 line-up. In…
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Depopulate, repopulate. Lololol.
CrazyKinux’s latest blog contest proposes this exercise: « The goal is to write an article on planetary control and how that would be implemented in EVE. Your article needs to cover what features, game mechanic, game design you would like to see implemented if (or when) planetary control/exploration/exploitation becomes available in EVE.« 1. No taxes! « No…
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Worlds of Darkness 5: market and currency
A market to optimise game fun In Eve Online, like in the real world, money matters a lot. (If you don’t think it does, please grab your wallet and get in touch with me asap.) It facilitates life in a big way. « Isk » provides access to ships and modules, ammo, skillbooks, clones, fuel, minerals, mercenaries,…