The GSN Triangle

By drakkos

One of the conceptual frameworks I use to visualise aspects of Epitaph is known as the ‘Threefold Model’. In this model, we look at actions and game systems in terms of how they interact within a triangle of competing traits – Drama (or as I prefer, Narrative), Simulationism and Gamism. Much as with the classic…

Epitaph, Employment And The Notiques Doctrine

By drakkos

Last week I posted about the open playtest that’s coming. We’re making good progress towards that goal, having gone a long way towards cleaning up much of the placeholder content we’ve had. Today I wanted to talk a little bit about recruitment in MUDs, specifically as to how you can recruit and retain staff. So,…

Prepping For Playtesting

By drakkos

It’s a very exciting time for us at Epitaph. We’ve entered the final stretch of our closed development period! The current schedule is to have the game ready for our open playtesting phase by the end of February. We’ll stay in that phase for a few months (until the summer, perhaps) and then we’ll do…

Numerology

By drakkos

What’s in a number? In a game such as Epitaph, numbers matter – and today I am going to be a massive mechanics nerd and talk about why certain number ranges are in effect on Epitaph. By that, I don’t mean the numbers specifically that define your character – I mean the number *ranges* that…

Hunt The Syntax

By drakkos

The topic of today’s New Years Sermon is ‘hunt the syntax’ in quest design. For those unfamiliar with the term (and I doubt there are many of you), ‘hunt the syntax’ is the game you play when you know *what* you want to do in a text game, you just don’t know what the magical…