• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Jastiv

Craft and gathering skills in mmos

5 posts in this topic

I think I'm going to have to take a good hard look at crafting in my mmo. I suppose being a pvp mmo crafting would already be exciting enough not knowing if you are going to die collecting resources, but I don't really want to stick with the click on a tree, get some wood game mechanic for lumberjacking, for instance, black smith and mining are other skills that frequently get tedious. I also hate that the amount of time mining is always way more than the amount of time smithing.
0

Share this post


Link to post
Share on other sites
If you want your game to be really combat focused, you could have gathering happen by fighting a guardian monster of whatever is being gathered.
0

Share this post


Link to post
Share on other sites
Personaly, the best crafting system and ressources gathering that I've ever seen, was the one in the original version of Star Wars:Galaxy. You had to prospect for your ressources and the in game stores were provided by player crafted items, with many customisation depending on the skill of the crafter. Everquest 2 also had a nice crafting system, which amounted to a sub-game in itself.
0

Share this post


Link to post
Share on other sites
The goal of crafting is managing your resources better than your competitors and out competing them. The developer is forced to create a game where item creation isn't free or a byproduct(requiring actual player focus, removing benefits from spamming items), and where item demand repeats(item damage and similar).

Play A lays claim on resource node "removing" it from the world(PvPer area). Player B Negotiates with AI VIA questing and similar for access to miners(lowering cost and cut). Player C buys the claims from Player A and B. Player C mines out the claim/miners as times goes on the miners cost more, the resource node produces less. Player C turns resources into items.

Player C is forced to choose what AI resource gathers he is to use, how to get a node. How long to maintain resources before finding new ones(new ones requiring new research and creation rather than repeating). And how these factors affect his sell ability compared to other crafters. Crafting should be about PvP without swords.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0