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Posts tagged interaction

Storyboard: Getting to know you (hopefully)

In real life, I'm not what you'd call a social butterfly. More of a social weevil, or a social stick insect, or a social whatever arthropod it is that hides and avoids talking to people. The point is that I'm not really grand at parties. This cannot be who I am in roleplaying terms, and not just...

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The Soapbox: A new mode of interaction

Video games are, by definition, an interactive medium. The entire point of playing a video game is that you get to explore the world, talk to the characters, slay the monsters, and reap the rewards. And you do all this with a keyboard and mouse or controller or futuristic headset or whatever....

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Storyboard: Happening before it's even happened, part 2

Two weeks ago I wrote a column on the ups and downs of planning RP developments before they take place. I ended on the note that it's very important to decide exactly how much to plan ahead, but then I ended the column before actually offering any guidance on how to determine how much to plan...

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WildStar's newest video takes aim at... well, aiming

There's an element of fire-and-forget in a large number of MMOs, a sense that all of the hard work of targeting is done for you by the game. You click on your target, you activate your ability, and that's all the thought you need to put into aiming. But WildStar is looking to change that, as...

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The Nexus Telegraph: It's all right if people don't like WildStar

I like WildStar a lot. You knew from an early time that I liked the game's aesthetic and sense of humor, and as time went on it became clear that I also liked the mechanics and the approaches it has toward an endgame. When I finally got my first hands-on playtime with the game, I liked that, too....

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The Daily Grind: Can there be too much community interaction in public?

There are varying schools of thought on interacting with your community in public, but the two main ones consist of either answering every question or giving the silent treatment. Blizzard was notorious at one time for not responding to any community feedback in public, presumably to keep the...

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The Daily Grind: How do you deal with extended downtimes?

Sometimes, games go down for maintenance, or your power goes out, or there's an internet hiccup. You have to deal with a bit of time out of the game, and it's no big deal. But other times, you have to deal with an extended hiatus from your game of choice due to massive natural disasters or other...

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DC Universe Online developers having a chat with fans tomorrow

Are you enjoying DC Universe Online? Would you be enjoying it even more if you had a chance to speak with the developers about what's on deck for the near future and what issues will be getting addressed soon? If so, you're in luck (and you have some strangely focused sources of happiness, but...

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The Daily Grind: What do you really think of your game's community?

It's a fact of life that community is the lifeblood of any MMO. While a bad game can be salvaged with a group of fellow players to whom you've grown attached, a good game can be utterly destroyed by a bad gathering. As a result, most of us generally say that we have at least a passable community...

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Braid creator rips on WoW, talks artificial rewards and social gaming

In an interview with Gamasutra, game designer Jon Blow (who created the critically acclaimed Xbox Live Arcade game Braid) had a few things to say about World of Warcraft. His criticisms could be just as easily leveled against any Diku-based, WoW-like MMO. He began by saying that WoW employs...

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