Catégorie : World of Darkness
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Worlds of Darkness 8: Q&A MMO panel at the Grand Masquerade 2011
I was present Saturday, September 17th at the Q&A MMO panel in the Royal Sonesta Hotel in New Orleans. Reynir Harðarson (creative director) and Chris McDonough (senior producer) gave little bits of information here and there and answered questions and queries from the assembly. My notes, below, have been edited Saturday 24th to include my…
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Worlds of Darkness 7: communication
« Our tweets will blot out the sun – We will chat in the dark« Contemporary horror takes place in the future, because the future is now The future World of Darkness (WoD) might well have a stronger cyberpunk flavor, if only because Earth 2009 is already a cyberpunk setting. It also meets a design constraint…
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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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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,…
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Worlds of Darkness 4: stakes of death
You die, the end? The World of Darkness is a meanie. It kills you in a dark alley, raises you from the dead and kills you again. If fear of dying does not linger in the back of players’s heads as if they were lone women at night in Whitechapel in late 1888, the whole…