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The Spirit of the Law/Dev. Diary

Posted April 20, 2018 at 06:57 PM by Grim

Right. Now that we've had some time to talk about the letter of the law and how the new experience system is supposed to work, let's talk about a little about why it is the way it is.

There were a few basic complaints with the old experience system that we were trying to address.

One, whether you had a long, involved thread or a short one generally had very little to do with what you got out of it. When everything is stuck on basic one or two experience per thread...
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Just an FYI

Posted October 7, 2016 at 03:00 PM by Grim

If you're not watching Westworld, you should be.

Drawing parallels from it to things like Aelyria or WoW or other MMOs is easy and occasionally hilarious.

Plus, you know, it's a great show so far.
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Interesting Decisions

Posted July 29, 2016 at 12:22 PM by Grim
Updated July 29, 2016 at 12:27 PM by Grim

"A good game is a series of interesting decisions."
-Sid Meier

Sometimes we forget that this is a game. We're writing, right? It's a story, right? So everything should just unfold neatly like it does on the inside of our heads. Like when we're writing a story by ourselves.

The thing is. We're not writing a story by ourselves and for all that we have statistics and measurable data on what a character can and cannot do it's not written in stone that...
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Designing Ikos

Posted May 20, 2016 at 08:43 PM by Grim
Updated May 20, 2016 at 08:52 PM by Grim

Time to take a little peek behind the curtain of the Working Group as it were. Because Ikos was a tough one and given there are bound to be questions and such, I figured it's good to have some whys backing the system up if not a simple thing.

Let's start at the beginning with Old Ikos. Old Ikos had a lot of interesting concepts we really liked, but the idea of a sphere that manipulated chance the way old Ikos did is difficult to moderate in any decent fashion.

If...
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