Hindsight

By drakkos

I use these blogs as a platform to talk about both design decisions I have seen go wrong as well as the current decisions that are being made on the basis of that information. I wonder if some of the time though it comes across as an endless attack on Discworld where, armed with the…

Action Quests

By drakkos

Most MUD quests tend to be quite cerebral. They may not be the kind of three pipe problem that would stump Sherlock Holmes, but they usually emphasise problem solving over activity. Certainly that’s how I’ve written quests in the past, and undoubtedly how I will write many quests in the future. However, I think there’s…

Skill Cancer

By drakkos

Today, I am going to talk about skill caps, and why the Discworld model of skill advancement is fundamentally broken. I’ve made this comment a number of times, but never really explained it. So I will do that today, as a way to stave of doing real work. For those who don’t know, Discworld has…

Dynamic Difficulty

By drakkos

There is a technique in games development that really annoys me – it’s when the difficulty of the game is dynamically scaled to your accomplishments. Sometimes it’s done in rough increments (level 1-5 you get these enemies, 6-10 gives you these enemies, 11-15 gives you others still), and sometimes it’s done entirely dynamically (you are…