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Posts tagged item-decay

H1Z1's senior designer on item degradation, crafting, and more

SOE has released a new H1Z1 dev spotlight video. The dev in question is one Paul Carrico, senior game designer on the open world survival sandbox. Carrico spends the vid's four-minute running time fielding fan-generated questions, one of which pertains to crafting. "Crafting can get really deep,...

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Stick and Rudder: Star Citizen is standing on the shoulders of genre giants

It's confession time, folks. My Star Citizen fandom has been on the fritz. It's not that I'm less enamored with Cloud Imperium's sci-fi sandbox opus; it's just that the interminable waiting coupled with a pretty severe case of themepark MMO burnout (help me, ArcheAge, you're my only hope) has consp...

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Some Assembly Required: Pre-NGE SWG's proper sandbox PvP

A few weeks ago I ranted at indie sandbox devs who continue pumping out poorly conceived FFA PvP games. I didn't have any wordcount left at the end of that novella to propose any solutions, so I'm going to do that today. And hey, it's pretty simple, at least conceptually. All a dev team needs to...

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Pathfinder Online asks what's in your backpack

Are you the sort of player whose inventory is forever overflowing with items of indeterminate source? You'll want to break that habit before Pathfinder Online is released, because you'll have more to worry about than just the upper limit on items in your inventory. The latest development blog on th...

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Some Assembly Required: On MMOs and loss aversion

I've been reading a book called Scorecasting lately. It's basically an academic exercise in statistics and human behavioral analysis as it relates to the decisions made in both individual and team sports. One of the chapters touches on a theory called loss aversion, which is a psychological phenome...

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WildStar economy post talks item decay, Raph Koster, and more

What do hyperinflation and Raph Koster's A Theory of Fun for Game Design have to do with WildStar? Well, they're both mentioned in the game's latest dev blog. As you may have guessed, it's all about the title's economy, and Senior Systems Designer Charles "Bull" Durham expends quite a bit of virtua...

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The Daily Grind: Should MMOs embrace item decay?

If you grew up on themeparks like World of Warcraft, the very idea of item decay is probably foreign to you. Just go to the vendor and click the repair button and everything's just as it was the day you looted it, right? Well, no. In older games and especially in sandboxes, you'd need a player to...

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Exclusive: Grimlands dev talks post-apocalyptic PvP, item decay, and more

During last month's E3 and earlier this year at GDC, we got a chance to lay our hands on Grimlands, a new sandbox-shooter hybrid from gamigo. Given the game's post-apocalyptic setting and our fondness for open-world, off-the-rails titles, we were quite excited to take it for a spin. We also ha...

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Some Assembly Required: How to screw up your sandbox

Between bouts of Global Agenda, Age of Conan, and a stack of single-player games, I've been taking my own advice lately and looking for a new sandbox. The end of Star Wars Galaxies is forcing my hand, and I figured I'd better start now if I don't want to be stuck with nothing to play on December 16...

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Massively Exclusive: ArcheAge's Jake Song on consensual PvP, inflation, and more

ArcheAge news has been a bit sporadic of late, and it's also been quite some time since we talked to the devs or took a spin through one of the game's closed beta phases. Like many of you, we're dying to know more about XL Games' forthcoming fantasy sandpark, so we went straight to the source to se...

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