February 2010
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Month February 2010

The Price of Death

After the structure of the world itself, perhaps the most important decision a virtual world designer makes is about the nature of death. How death happens, and the consequences for the dead form the foundation of most of the mechanics in the world.
In most virtual worlds, death is pretty inconsequential. When you die in World [...]

Closure

That’s exactly right private, wars over, we won, turns out you’re the big hero. They’re going to hold a parade in your honor. (Red versus Blue)
It’s probably an open secret now that the Northern Coalition has pulled back from its base in ROIR. Pure Blind has quieted down pretty significantly, and I just finished moving [...]

The Single Universe Problem, Part Two

This is the (belated) second part to my earlier article about how (and why) MMOs using sharding.

More than any other MMO company, CCP has tried to turn the challenges of single-sharded-ness into game mechanics. EVE has never been a world where you go to experience the “content” of a beautifully designed and imagined world. In [...]

The Ships of EVE Online

Money plays a central role to life in EVE. I’ve been kind of cavalierly throwing around numbers about money, like in this post about Hulkageddon. What does 200B ISK in damage actually look like? When I lose a Battleship, how much is that setting me back? How many Logistics ships could you buy instead of [...]