Gameplay 2008
Island Forge January 22nd. 2008, 3:27pm
Enough of this technical mambo ja-hambo. A game needs to include fun. Is it fun to design lightweight client-server protocols? Is it fun to create an efficient data packing system? Is it fun to build a modular application framework? Well... yes, for me it is, but that's being selfish. The potential player needs gameplay!
I am now finalizing the MMORPG game design. I've paused software development while I consider all aspects of the gameplay. My goal is to produce a balanced and consistent game system (of course). Alpha gameplay will be refined and expanded in order to deliver the brand-new old-school RPG experience.
Once the game design is complete on paper, I will return to the keyboard. That's when the fun begins (and this time, not just for me).
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January 23rd, 2008 at 2:12 pm
The wizard cocked his hat and disappeared into his cave. All the people in the village gathered at the entrance and waited to see what miracle would issue forth from this great man.
For days, and then weeks, they listened to the myriad sounds spilling forth: small explosions, machinery clanking, the ocassional curse. A wisp of rainbow smoke came out one day, and the people gaped in awe.
But as the weeks became months, and as the busy sounds gave way to a mysterious silence, the people came less frequently to the mouth of the cave and stopped dreaming of magical things.
At last the wizard stepped from his cave, cleared his dusty throat, and pronounced, “Oh yeah! The thing!”, and once again the wondrous sounds issued forth.