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My engine is finished, and I'm putting the polish on the UI for the alpha. Stay tuned!
The casual/hardcore divide plagues a number of games. "Balancing" appeal to the two audiences is difficult, and games often come under fire for pandering excessively or exclusively to one crowd or the other. In this article I go over a few of the factors I'm taking into account while building Worlds Apart.
For a lot of games (and presumably game designers), that's a tricky question to answer. Let's take a look at the concept of victory, and how it applies to Worlds Apart:
I've been away a while. Holiday plus busy period at work. The holiday was great and gave me plenty time to think, and so I'd like to share my thoughts with you. Instead of picking apart a game this article, I'm going to pick apart a concept: Interactivity.
In this series of articles I'm going to be examining some notable games related to Worlds Apart. I'll be analysing important features, how they influence play experience, and how this applies to Worlds Apart.
For my first article I'm going to be slightly ambitious: I'm going to break out the big guns and dissect EVE Online by CCP. EVE sells itself as "the world's largest game universe". It's a slow-burning, open-ended, sci-fi game where the player takes on the role of a single pilot against a backdrop of player-driven trade, corporate warfare, and piracy. In-depth analysis after the cut.
At the start of any project, I always try to figure out as much as I can about the motivations behind it. It's my strong belief that understanding the "why" of a project is crucial to designing the "how". So with that in mind, I ask myself "Why a browser game?". I answer that question in the following article, and examine the place of interface design in games.
Just a quick overview of the tech + tools I'll be using to develop Worlds Apart:
Welcome to the first installment of my development diary for "Worlds Apart" - a science fiction MMO I'm hoping to release later this year. I'm writing this diary mostly to keep myself motivated, but also to share the development process with you. Watch this space over the next few months for updates and sneak peeks, along with perhaps insights into the way I write applications and the technologies I use.
Keep reading for an introduction to Worlds Apart!