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Macs… still lagging in gaming, except for web/social games.

Depending on who you ask or what you read, Macs continue to hover in the same 4-10% market share they have languished in for the last 20 years or so. No amount of marketing seems to make much of a difference.
In fact, if Apple spent a fraction of its marketing budget on making gaming viable [...]

Are Guilds Too Important in MMOs?

This is a good issue that was raised on the Keen and Graev blog with their post: Guilds are simply too important.
I can definitely see where he is going with the argument, and I agree to a great extent.
There was a time on MMOs where a guild could be formed for any manner of reasons [...]

Raiding as it exists in most current MMOs still sucks…

I have written about this topic many times before. The two biggest examples are:
Raiding Provides a False, Deceptive Sense of Real Accomplishment
Fed up! Raiding sucks as a sole form of end game content.
This would be a pretty dull post if all I was doing was encouraging you to go back and read those [...]

Interesting MMO and Gaming News – May 18, 2010

1) Ryzom is now open source. WOW. All source code and art are being made available under an open source license. The Free Software Foundation provided additional details. There is also a detailed FAQ about what this all means. What I find most interesting here is the release of art assets [...]

ReclaimPrivacy.org

This is definitely a handy site to help check your Facebook privacy settings and make sure they are what you want them to be.
ReclaimPrivacy.org

Facebook and Google make a business out of violating your privacy…

… when will games follow suit?
I hope never, but I fear that is a pointless hope. Last night I read this article: Google Stops Wi-Fi Mapping Project After “Mistakenly” Scoring Personal Data. It got me thinking about the accelerating violation of “customers’” private information for profit by so many companies out there.
Zynga has already gone [...]

One of many ways the internet has harmed game design.

There are probably many other examples where the internet (or more specifically, the extreme easy access to virtually any information) has been detrimental to games and game design. I invite anyone to share their own examples. For purposes of this post, I am focusing on one.
In the 80s and early to mid 90s, there were [...]

How adding a simple feature can break OTHER things in your game.

Players often wonder how devs break things. They rant and rave and say things like “this worked yesterday, why can’t they just leave the things that work alone and work on new things instead.” What they don’t understand is that is a contradictory statement. I will give you a very simple example.
In Primordiax, I decided [...]