Alternative gameplay: a high level GITS MMO design
This post has been superceded by a reviewed and improved design. Feel free to compare the versions if you wish. I’ve been thinking about a Ghost In The Shell: Stand Alone Complex MMO lately. It’s a...
View ArticleGITS:SAC MMO design (revised)
My wife reviewed my Ghost In The Shell: Stand Alone Complex MMO design and had a lot of good suggestions. The next revision of this may remove the GITS:SAC theme completely in favor of a “generic”...
View ArticleCyberpunk MMO rules (first draft)
Below is a first draft of GITS:SAC-inspired cyberpunk MMO rules, specifically dealing with a limited set of character attributes, how characters take damage, how armor modifies damage taken, and how...
View ArticleA little horn-tootin’ about PvP
Lauren at Mystic Worlds made a good point about decoupling PvP or PvE from MMOs and observing what happens to the game/world: You could erase PVP from WOW tomorrow and it wouldn’t technically prevent a...
View ArticleCyberpunk MMO: skill success and advancement
Recall that character skills are gained in four ways: by gifting (at character creation when joining an organization), by purchase (spending cash to buy training in new skills), as loot in a mission,...
View ArticleReconsidering procedural terrain generation
I’ve been mucking about with different algorithms for procedural terrain generation. I’m coming to the reluctant conclusion that the fractal proponents had the right idea from the beginning. Then...
View ArticleProblems with skills
Over the weekend, I’ve been considering skills in the Cyberpunk MMO design, especially how they’ll be obtained and advanced. To require all known skills to be capped before going up a rank doesn’t...
View ArticleEvents and suggested missions
Several events happen at regular intervals during the year: Twice a year elections Spring Festival Summer Festival Harvest Festival Winter Festival (Yule) Lunar New Year Elections These are scheduled...
View ArticleMission or quest goals as graphs
Many missions or tasks should be able to be completed by a single player or (faster) with a team. Several roles or skills are used (such as unlocking doors, defeating security systems, watching for...
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