My main is a holy priest and has always been a straight gatherer. I liked the gold. When I learned that Scribes made books, my fate was sealed. Inscription Ho! It’s early in the young life of Inscription, and like Jewelcrafting and every other crafting profession, it has a barebones feel at the outset. There’s one […]
Tag Archives: game design
Game > Lore
I read a lot. As far as WoW goes, some of what I’m reading are excellent WoW blogs, but I also follow standards like WoW Insider and mmo-champion (whose coverage of Wrath has been amazing). I enjoy it all, but not all of the enjoyment I get is intentional. People who complain about lore in […]
Ghostcrawler is WoW Game Design Porn
A few months ago, I wrote my guide to WoW PvE. At the time that I wrote that, Blizzard was tight-lipped in their design. Without their express design goals posted anywhere, everything had to be reverse-engineered from our experience in the game. In other words, my guide was a collection of guesses. I happen to […]
Guild Strengthening via Personal Achievements
Recently, Kikidas reminded me of a popular thought in how to make guilds stronger: a guild house/stronghold of some kind, with various customizable decorations from trophies from kills and accomplishments. The problem with guild housing is that the room is communal property. A brand new guild member walks into a room that has everything populated […]
Historicity and WoW
In his excellent book “Man in the High Castle”, Philip K. Dick talks about items and historicity: She said, ‘what is “historicity”?’ ‘When a thing has history in it. Listen. One of those two Zippo lighters was in Franklin D. Roosevelt’s pocket when he was assassinated. And one wasn’t. One has historicity, a hell of […]