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What is the One Thing You’d Change in Your Favorite MMO?


What is the one thing you’d change in your favorite MMO? Here’s my take for 2 excellent games I played over the past year: World of Tanks (WoT) and Guild Wars 2 (GW2). What I’d change in World of Tanks I’d

Posted in Game Design, Guild Wars 2, PVP, WildStar, World of Tanks

Stranger Than Fiction: The Ouster and Possible Return of the CEO of Red 5 Studios


Back in October, a reader suggested I check out Firefall, an open world MMO shooter. At the time my curiosity with shooters had picked up after playing the pseudo-shooter World of Tanks. I spent a few hours playing Firefall but

Posted in Business Analysis, Firefall, Game Design

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
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