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Thursday, March 11, 2004

Everything in this blog is Copyright 2004 Brian Lacy. All rights reserved.

The following articles are planned for this series. Although presented here in Outline format, they will be published in whatever order I choose to write them:

1. Girls Can Play Games
- Erin Hamilton
- http://www.gamespot.com/gamespot/features/all/gamespotting/102702/8.html
2. Game Design for Newbies
- Game Design is the Opposite of a Get Rich Quick Field
- Education of a Game Designer: with great advice from Chris Crawford
3. Why I'm Qualified
4. Story is the Heart of Game
5. Character is the Heart of Story
- Creating Emotion in Games / Emotioneering™
6. Settings
- Fantasy
- Sci-Fi
- Military
- Urban
- What else is there? (Anything!)
7. MMORPGs -- What's Cool
8. MMORPGs -- What's Not Cool
9. It's Been Done Before!
10. Psychology of Online Gameplay
11. Game Economies
12. Realism -- What's It Worth?
13. Realism -- Where to Draw the Line
14. Adaptive Stories
15. Adaptive Stories in MMORPGs (The NPC Who Stole Things and Went to Live in a Cave)
16. Player Ownership of Lands, Buildings, and Resources
17. Grief Players, Role Players, Casual Players
18. Punishing Grief Players without Driving them Away
19. Satisfying Grief Players without Punishing Roleplayers
20. Thoughts on Weapons, Armor, and Equipment
21. The Addictive Cycle of the Level Treadmill (nick yee)
22. Playing Traditional Roles
23. Playing New Roles

IV. MMORPGs
1. What MMORPGs Are -- and What They Aren't
2. Building MMORPGs
3. Building Online Worlds
4. ...



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