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When a Build Choice is Not Really a Choice [#ESO]


One of the blogs I follow is For The Record (FTR), which is run by a gamer named SilentStalker (SS) who covers World of Tanks (WoT) news. SS recently posted his take on Elder Scrolls Online (ESO). There were a

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Posted in Camelot Unchained, Elder Scrolls Online, Game Design, PVE, PVP, RIFT, Sage / Sorcerer, World of Warcraft

WildStar Advances the Action Combat Paradigm for MMORPGs


Disclaimer: I have not yet played WildStar in Beta, and as the NDA is still in place, even if I do start participating in Beta I’ll honor the NDA. So I won’t respond to questions about what I actually think

Posted in Game Design, Guild Wars 2, PVE, PVP, SWTOR, TERA, Video, WildStar, World of Warcraft

Threat-Based PVE is Lame and How I’d Fix It


The traditional model of PVE tanking, which revolves around the “threat” (aggro) mechanic, severely limits the gameplay experience of MMORPGs. I’ll share an alternative model that would provide a much more dynamic combat experience. PVE tanking and the “holy trinity”

Posted in Game Design, Guild Wars 2, PVE, PVP, World of Warcraft

Why PVE Content Shouldn’t Be a Coral Reef


Thanks to the rich analytics I have for this blog, I can see where traffic originates from. For my previous article on the two issues plaguing game developers, I found the following take by Zennia on the Old Timer’s Guild forums:

Posted in Business Analysis, Game Design, Guild Wars 2, PVE, World of Warcraft

The Two Big Issues Plaguing MMORPG Game Developers


Here are the two most common, critical issues of game developers in the MMORPG space: They’re unable to contain scope and go “big game hunting” They’re lagging behind broader industry trends I’m going to unpack these in detail. The good

Posted in Business Analysis, Camelot Unchained, Game Design, League of Legends, PVE, PVP, RIFT, SWTOR, Warhammer Online, World of Tanks, World of Warcraft
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