Recently I ran into a website where you could learn about how programming works. It has many different games as examples, but the most well known example must be that of Minecraft. … [Read more...] about Learn To Program With Minecraft
Design Aspects
Botting vs grinding
[intro] First of all what is botting: it's when players are not playing the game themselves but let their machine do the job by scripts. [/intro] Botting isn't only done by lazy players, but also by gold sellers that use the botting machines for generating income which than can be sold to players. It's also used in leveling services. Game producers (mainly MMO's we are … [Read more...] about Botting vs grinding
About loot
[intro] In single player you have loot, in multiplayer games you have loot. Generally the idea is the same: to give the player a better item to survive better in the game or to help them in their queste or to give them new challenges to complete. [/intro] In the Zelda series for example, the loot consists generally of money. From bosses you can get a special weapon, usually … [Read more...] about About loot
Quests – design solutions
[intro] Yesterday I talked about the current problems with quest design in both MMO and single player games, but mostly in the online games. I identified the different types of quests and the elements that made questing boring recently. Today I show you some solutions to the problem. Most of the time the solutions are easy; they just require a bit more effort and work from the … [Read more...] about Quests – design solutions
Quests – wrong design?
[intro]Are you getting bored of questing? Game developers have been long too and have tried to make questing more interesting, but did so in the wrong way in my opinion.[/intro] First of all let’s talk about the classic form of questing, seen in most games earlier and later. In this type of questing you will hear a story, get some instructions to pick up an item in the cellar, … [Read more...] about Quests – wrong design?