Blog Archives

Top 5 PVP Design Flaws – TaugVlog Ep. 3


I discuss my top 5 design flaws for PVP combat of MMORPGs. In reverse order, they are…drum roll please… #5: 50% healing debuffs E.g. Mortal Strike for pre-Cataclysm Arms Warrior in WoW. When 50% healing debuffs are part of a

Posted in Game Design, PVP, RIFT, SWTOR, Video, Vlog, Warhammer Online, World of Warcraft

The Business Models for MMORPGs Must Evolve


Let’s review what we’ve seen in recent years. In 2008, we witnessed the failure of 2 hugely-hyped titles: Warhammer Online and Age of Conan. Mythic cut 4 of the 6 capital cities and 4 of the 24 classes just before

Posted in Aion, Allods Online, Business Analysis, Game Design, Guild Wars 2, League of Legends, PVE, RIFT, SWTOR, Warhammer Online, World of Warcraft

Taugrim Daily #3: My Solution for Making Rogues Viable for Sustained PVP Combat


Today’s video contains my solution for re-designing Rogue classes in MMORPGs so that they are viable in sustained PVP combat. Rogues across games tend to do well in 1v1 and small-scale combat, but where Rogues fall down from a mechanics

Posted in Guild Wars 2, PVP, RIFT, Rogue, SWTOR, Warhammer Online, World of Warcraft

2011 = Bounceback Year for the MMORPG Industry


Back in January 2010, I predicted that Social Gaming may kill the traditional MMORPG industry. This was after the spectacular failures of two huge IPs that launched in late 2008: Warhammer Online (WAR) Age of Conan (AoC) The developers for

Posted in Aion, Allods Online, Business Analysis, PVP, RIFT, SWTOR, Warhammer Online, World of Warcraft

SWTOR is Copying WAR’s PVP Tanking Mechanics


While skimming through SWTOR PVP links on Google, I noticed that: One writer described SWTOR’s approach for making tanks relevant in PVP as novel Another writer recognized that SWTOR’s PVP design for tanks is a copy of what Warhammer Online

Posted in Guild Wars 2, RIFT, SWTOR, Warhammer Online, World of Warcraft
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