Blog Archives

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

Competing as a Free Player in World of Tanks


World of Tanks (WoT) is a game that I had dismissed a couple years back, based on hearing from other players and Tobold the blogger that it was a P2W (pay-to-win) game. As it turns out, it’s a shame I

Posted in Game Design, PVP, World of Tanks

The End of Culling in Guild Wars 2, a.k.a. Choose Your Own Lag


Guild Wars 2 (GW2) launched with a system called “culling”, explained by Habib Loew of Arena Net (AN) as follows: In order to cut down on the network resources that were used by the game and to reduce the client-side

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

My Perspective on Foundation Principles 2 Through 4 for Camelot Unchained


You’ve probably heard that former Mythic studio head Mark Jacobs is back in the saddle again. He is laying the groundwork for an MMORPG called “Camelot Unchained” (CU) that will be funded via Kickstarter. Jacobs has been a significant player

Posted in Business Analysis, Camelot Unchained, Elder Scrolls Online, Game Design, PVP, World of Warcraft

Thoughts on Guild Wars 2 Engineer


I’ve been playing around with Engineer in Guild Wars 2 (GW2) for the past few days, my first hands-on time with the class since launch. Part of the reason I was curious about Engineer is the broad perception that it’s

Posted in Elementalist, Engineer, Game Design, Guild Wars 2, PVP
Follow
Taugrim on YouTube Taugrim on Patreon Taugrim on Twitter

Receive notifications of new posts by email

Join 690 other subscribers
© 2009–2025 Park Consulting LLC

All rights reserved