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Index

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2012
Multiplayer Interactive-Fiction Game-Design Blog  (docx)  (htm) RozakMultiplayerInteractiveFictionGameDesignBlogCover A collection of ALL OF THE “blog” entries BELOW, as well as my text-to-speech papers. A link to my game’s source-code (and text-to-speech) is also available.

 

2008
27 November Fallout analysis (the recipe) - I reflect on Fallout, and how Fallout fits into a recipe for CRPG design.
19 September Why allow players choice? - What can interactive entertainment offer than stories don't?
25 June Choices, part 4 - About consequences.
25 June Immersion-emotion feedback loop - Emotion is critical for immersive gameplay.
22 March A rose filled world - Thoughts about worlds based on exploration and change.
22 March Making players forget they're playing a game - Some comments on immersion.
1 January Nutritional game design - Why people play games, using a food analogy.
2007
18 March Multiplayer interactive fiction - My description and definition of multiplayer interactive fiction.
18 March Topographies - Non-spacial topographies that exist in virtual worlds.
26 January Personal virtual worlds - Some thoughts about how to create small virtual worlds with a small team.
21 January Interactive fiction equation 2 - A follow-up article to my first Interactive fiction equation.
12 January Interactive fiction vs. games - I thought I'd spend some time discussing how I think interactive fiction, games, world-like worlds (like Ultima Online), creation-worlds (like Second Life), and role-playing intensive worlds (RPI) relate to one another.
10 January Interactive fiction equation - Yet another attempt at creating an equation... and I actually wrote one down! This is about the tradeoff of story and choice.
10 January Programmed intuition - How to allow players more freedom by providing them with intuition.
2 January Quests, stories, and spaghetti - Methodologies for world design and ways of incorporating story.
2006
13 December IF title design 101 - The 60,000 foot view of how to design an IF title (or CRPG, MMORPG, or FPS).
8 December Neverwinter Nights 2 Analysis - An analysis of NWN2's game design.
20 October Stickybeaking - This article contains some thought experiments involving games, puzzles, toys, stories, socialisation, Choose-your-own adventures, and stickybeaking; You never thought they were related, did you?
30 September Un-designing Oblivion - The "recipe" to make a game like Oblivion.
20 September The hero's journey... kind of - Some thoughts about the Hero's Journey.
6 September My current grand-unified theory of multiplayer avatar games - Just what is says.
29 August The NPC-conversation wall - More thoughts about where MMORPGs are heading, and where they can't go.
29 April Gates and keys - Different ways of keeping players out of parts of the world.
29 April Emotions - What emotions are games good at evoking?
2 April Oblivion: Full spectrum content, from hand-generated to procedural - Some thoughts about combining hand-generated and procedural content.
9 March Levels, friends, and lobbies - How lobby worlds can ensure that friends can play together.
1 March Word of mouth - How word of mouth affects what player types a virtual world needs to cater to.
1 March Choices III - Even more thoughts about choices.
26 January Quest design 101 - All you'll ever need to know about designing quests... well, not quite, but it's a start.
26 January Puzzles and problem solving - Categorising various puzzles.
10 January Storylines III - Some theory about massively single-player games.
2005
22 December Dream factory - More thoughts about using virtual worlds to fulfil people's dreams.
22 December The game loop - A cycle that continually appears in CRPG game design.
22 December Storylines II - Something about links of sausages...
22 December Story arcs and quests - The advantages of turning quests into (C++) objects.
15 November Personal NPCs - How to create NPCs that players actually care about.
15 November When I was a child - The evolution of CRPGs.
15 November Avoiding elves, orcs, and hobbits - Some ideas about how to avoid cliche fantasy worlds.
15 November More thoughts on the strengths of text - Back to the old question, "In what ways is text better than graphics."
20 October Analysis of Peter Molyneux's Fable - This isn't a game review; it's an attempt to analyse the game to identify why it "works".
16 October The peacock - I discuss a way to provide for multiple endings in a game.
2 October A tangle - A way to visualise my current grand unified theory.
2 October The four pillars - A few more thoughts about what makes a successful MMORPG.
2 October My current grand unified theory of avatar games - I think that CRPGs, adventure games, MMORPGs, and first-person shooters are all fundamentally the same.
2 October The law of new inventions - Some cynical thoughts about the acceptance of new inventions.
2 October Sub-games with variation - How Dungeons & Dragons combat includes variations in the game.
2 October Cost cutting - Some common cost cutting techniques found in game design.
13 September Sympathetic goals - You can lead a horse to water but can't make it drink; you can give players goals, but can't make them accept them.
13 September Fractured reality - Breaking some fundamental assumptions about reality in a multiplayer game.
13 September Choice and consequences - How not only choice is important, but the consequences of the choices are important.
5 September The dating game - Discussion about a different genre of virtual world.
20 August Exceptional physics - Some more thoughts about multiplayer adventure games.
19 August Problem solving - MMORPGs are about hunting and gathering, and social problem solving.
20 July Of mice and elephants - Thoughts about single-handedly creating a virtual world.
20 July The ecology of a MMORPG - Some more thoughts about player types and genre.
20 July The iron law of reality - Can story and games ever be combined?
17 June We don't always get what we want - Is it a good idea to let players fulfil their goals and desires?
17 June Game classification - Some thoughts about ways to classify games.
19 May The fun in genres - Yet another way to thing about the genre problem.
19 May Why traditional MUDs/MMORPGs work - A summary of sum of the thought experiments over the last year.
26 April The parlour, the lobby, and the sand box - An alternative genre for virtual worlds.
17 April The game with a thousand faces - How to use the technologies produced for a MMORPG to produce other genres of virtual worlds.
6 April Experience points - A rant against awarding experience points for killing monsters.
6 April Theme in virtual worlds - How to incorporate morals into a virtual world.
6 April Virtual world equation - Another attempt to understand "what's really happening" in a virtual world.
6 April Player powers - How players can affect a world and one another, and how this affects world design.
6 April Fun factors - Some thoughts about what makes games fun.
6 April Text vs. graphics - Lists the areas where text MUDs are better than graphical MMORPGs.
16 March Intertwined relationships - The more I try to break a virtual world's design into its fundamental components, the more complex the relationships between the components get.
9 March Differentiation - What virtual worlds can do to differentiate themselves from one another.
8 March Altruism - Some thoughts about how altruism in virtual worlds is linked to NPCs.
4 March Digging their grave - How a virtual world's attempt to stay alive by adding more features and content ends up killing it.
29 January The player pyramid - Described an alternative player model.
2004
20 December Activity feedback - In a virtual world, one activity leads to another. For example: If a player wants to fight monsters, they must find party members (chat), purchase equipment (trade), travel to the monsters, and sell their loot (goods). To travel (to find a monster), a player may encounter more monsters, or enemy players. All the activities produce feedback loops. This spreadsheet lets you see how each activity feeds into another activity, and to guesstimate the percentage of time a player will spend on any activity.
9 December The toy room - Virtual worlds are like toy rooms...
9 December The authoring equation - Are stories really about conflict? Are games really about choices?
5 December Automatically generated content - What are the advantages and disadvantages of automatically generated content?
5 December Small VW operators vs. large - A list of advantages that small VW companies have over large ones.
5 December Choice, part 2 - What high-level choices are available in a virtual world?
5 December Player vs. X - Ideas about the difference between PvP and PvW worlds.
5 December Intertwined storylines - Some thoughts about creating multiple storylines in a virtual world.
24 November Build it, and they will come - Who are "they"?
17 November The end - How the need for an ending of an anti-MMORPG affects the design.
17 November The anti-MMORPG - A virtual world that's not a MMORPG.
17 November Choice - Some thoughts about choices available to players.
17 November Steady state approximation - A few aspects of virtual worlds that may change in the next 20 years.
17 November Junk food entertainment - How to get something out of a virtual world than just entertainment.
31 October Stop the buffet - A theoretical approach to VW sub-games and activities.
19 September The really big VW problems - Issues that are even more important to solve than class vs. classless advancement.
5 September Virtual world as platform - What sub-games a virtual world can support.
20 August Virtual world spectrum - The stages an entertainment goes through as it transitions from a story to a virtual world.
6 July The attraction of impossibility - What experiences and activities attract people to a virtual world.
25 June Virtual worlds and virtual holidays - Comparing virtual worlds to holidays.
1 June Why text adventures aren't commercially viable - Examining the reasons why text adventures can't be sold.
1 June Story and plot vs. freedom in virtual reality -Some bizarre thoughts about the nature of plots.
4 May The trouble with explorers - Some thoughts about building virtual worlds for explorers.
2003
8 November Evolutionary explanation for entertainment - An evolutionary view about what makes things fun.
19 August Asheron's Call 2 Critique - Review of the MMORPG game.
2002
15 October Eagle Eye - Web site for my house.

 

 

Copyright 2001 by Mike Rozak. All rights reserved.
Mike@mXac.com.au
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