Complete Articles Listing (Alphabetical)
- An Evening at Chez Skoot Proxes Part 1: Consent Discover the distinctive way SkotOS helps players select who they associate with and how
- Biting the Hand Column...
- What I Did on My Summer Vacation (4/24/2003) #48: Jessica speaks up about the industry before taking a break from Biting the Hand.
- The April Fools Spring Clean-Up (4/1/2003) #47: Jessica takes a spring fresh look at the industry.
- Reflections on a Recurring Theme (3/18/2003) #46: Jessica discovers the value of questioning the veterans of the game industry.
- I See in My Crystal Ball... (3/4/2003) #45: Jessica scries the Land of Overhype for evidence of online game woes.
- Dave and Ted (2/18/2003) #44: Jessica throws down the ultimate "Great New Original Game" parody script.
- The New Year Begins To Takes Shape For Me (1/28/2003) #43: Jessica reflects on "risk taking" discussions and the glow of an upcoming book.
- Taking Risks (1/21/2003) #42: Jessica laments the static state of PC and console gaming.
- Welcome Back (1/8/2003) #41: Jessica begins the new year by cleaning up some items from last year.
- Hey, Where Did These Guys Come From? (12/17/2002) #40: Jessica takes a front-n-center look at the current crop of online games and industry projections.
- Good Grief It's Nearly Gone (12/3/2002) #39: Jessica looks back at the releases and trends in gaming during 2002.
- Show Me the Path (11/19/2002) #38: Jessica shows the path of designer driven storylines in persistent worlds.
- Don't Tell Me a Story, Mommy (11/5/2002) #37: Jessica shares some driving wisdom on storytelling in persistent worlds.
- Online Console-ation Revisited (10/15/2002) #36: Jessica gives us the then and now on online console gaming.
- Three-Dot Issues (10/1/2002) #35: Jessica fills us up on Chinese takeout, apples and fries.
- Two Scoops of Gaming Goodness (9/17/2002) #34: Jessica bites into the past with a little whine on the side.
- Much Water Under the Bridge, Much Beer Over the Dam... (9/3/2002) #33: Jessica gets verbose on the state of online gaming since 9-11.
- Its the Other Economy, Stupid! (8/20/2002) #32: Jessica describes the complexities of gaming economies.
- History Sucks (8/6/2002) #31: Jessica laments past decisions by internet and online gaming industries.
- Pet Peeves (7/23/2002) #30: Jessica shares her pet peeves regarding the current gaming industry.
- Here We Go Again... (7/9/2002) #29: Jessica delves into the hot topic of fraudulent online item trading.
- Playing the Game (6/25/2002) #28: Jessica gives us a sneak peek at next-generation persistent worlds.
- Happy 5th Birthday, BTH (6/11/2002) #27: Jessica celebrates 5 years of Biting the Hand.
- E3 Musings (5/28/2002) #26: Jessica shares her experiences from this year's E3 convention.
- Do It For The Kids (5/14/2002) #25: Jessica brings some sanity to the "gaming creates violent kids" issue.
- Cosmic Encounters From the Old Days (4/30/2002) #24: Jessica returns anew with games of old and things of new.
- Catching Up (4/16/2002) Jessica shares post-GDC 2002 impressions.
- I 0Wn Y0u, d0Od! Part Deux (4/2/2002) Jessica continues the debate around ownership in online games.
- Pre-GDC Rants and Scandals (3/19/2002) Jessica has some rants and scandals to share before racing off to GDC '02.
- Anticipation (3/5/2002) Jessica looks under the gaming hood while the industry revs up for 2002 developments.
- I 0Wn Y0o, d00d (2/19/2002) Jessica delves into the notions of item ownership in MMORPGs.
- Newsy Stuff (2/5/2002) Jessica looks at gaming history, trends and noteworthy news.
- Talkin bout My
Generation (1/22/2002) Jessica gets generational about MMOGs.
- The Passion Play (1/8/2002) Jessica shares a gamer's passion for want of good game design.
- The Last of the Year (12/18/2001) Jessica reflects on the past year and its impact on gaming.
- Shifting Sands (12/4/2001) Jessica ponders what the first true gamer generation might mean to us all.
- Catching Up (11/20/2001) Jessica collects a bucket full of news and insight up after being away.
- That Darned PvP Stuff Again (10/24/2001) Jessica dispells the myths about PvP.
- Random Thoughts (10/9/2001) Jessica illuminates us about Lum the Mad's disappearance.
- Scratch 'n Sniff (9/25/2001) Jessica sprays some air freshener on the fetid odor of unreality.
- The Case For Art (9/11/2001) Jessica opens the podium to Raph Koster for debate and industry insight.
- You Said A Mouthful (8/28/2001) Online gaming has a vocabulary all its own.
- Just Give Me a Game, Please (8/14/2001) Art vs. Entertainment in online game design.
- Bonk! Bonk! On the Head, Bonk! Bonk! (7/31/2001) Finding the balance between Developers, Publishers, & Players.
- "Potlatch" Responses: The Other Views (7/17/2001) Jessica gets a pound of criticism and a ton of debate.
- Odd Bits & Pieces (7/3/2001) Magazines, Microsoft & the future of the market.
- The Launch Pad is Ready... For Testing (6/19/2001) The importance of product testing in online games.
- Potlatching Your Way to Riches (6/5/2001) Conflict of interest in the game industry?
- Mass Hysteria (5/22/2001) Jessica Mulligan brings her venerable series to Skotos.
- Biting the Hand Archives...
- The Book of the East Wind Column...
- Building Stories, Telling Games Column...
- Monsters, Part 2 (12/23/2003) #68: Lost for months, Travis' final article on monsters rises from its lair.
- Monsters (or, Dragons and Orcs and Unicorns, Oh My!) (9/12/2003) #67: What's the purpose of monsters? Travis explains.
- Roleplaying and Combat: Events and Choices (8/29/2003) #66: Travis plunges into the realm of roleplay during action sequences.
- Combat, Part 7: Breaking away from D&D-style combat (8/15/2003) #65: Travis volleys some alternatives to traditional FRPG-style combat.
- Combat, Part 6: Battle Stances (8/1/2003) #64: Travis digs in for some head-to-head combat interface ideas.
- Combat, Part 5: Combat Systems as User Interface (7/18/2003) #63: Travis explores ways to simplify complex combat systems.
- Combat, Part 4: Kinds of Fighting (7/4/2003) #62: Travis locks on to the objectives of game combat and its different modes.
- Combat, Part 3: Notes From the Real World (6/20/2003) #61: Travis throws down some solid combat mechanic advice.
- Thinking Mechanically, Part 16: Combat as Conflict (6/6/2003) #60: Travis focuses on the sub-game aspects of a good conflict system.
- Thinking Mechanically, Part 15: Combat Systems (5/23/2003) #59: Travis fires some whys and whats of combat mechanics at us.
- Thinking Mechanically, Part 14: Yes, We're Still on Personality (5/9/2003) #58: Travis dabbles in the useful mechanics of personality in roleplaying.
- Thinking Mechanically, Part 13: I've Got Personality! (4/11/2003) #57: Travis reflects on the mechanics behind character personalities.
- Interlude: Showing Not Telling & Encouraging RP (4/4/2003) #56: Travis presents ways of showing background material within a game.
- Interlude: Moments of Character (3/14/2003) #55: Travis switches gears and expounds on the importance of characterization.
- Thinking Mechanically, Part 12: Where Did I Go Wrong? (3/3/2003) #54: Travis compares staged resolution systems for determining failure.
- Thinking Mechanically, Part 11: Systems, Time, and Steps (2/14/2003) #53: Travis delves into alternate approaches to task/step resolution.
- Thinking Mechanically, Part 10: Systems (1/31/2003) #52: Travis dabbles in the approaches and complexities of combat systems.
- Thinking Mechanically, Part 9: Resolution and Representation (1/20/2003) #51: Travis continues to explore game mechanics, this time focusing on interpreting results.
- Thinking Mechanically, Part 8: Oddball Resolution Systems (1/3/2003) #50: Travis describes some of the more unusual methods of resolution.
- Thinking Mechanically, Part 7: Resolution Mechanics (12/23/2002) #49: Travis compares the two prominent resolution systems from pen-n-paper RPGs.
- Thinking Mechanically, Part 6: Scales and Resolution (12/6/2002) #48: Travis returns with revelations on numeric scales.
- Thinking Mechanically, Part 5: Numbers and Not Numbers (11/27/2002) #47: Travis explores alternate game mechanic approaches.
- Thinking Mechanically, Part 4: More Than Numbers (11/8/2002) #46: Travis shares non-numerical ways to describe characters in gaming.
- Thinking Mechanically, Part 3: Characters and Resolution (10/25/2002) #45: Travis talks about action resolution in roleplaying.
- Thinking Mechanically, Part 2: RPG design in theory and practice (10/11/2002) #44: Travis compares the pros and cons of paper RPGs as online RPG systems.
- Thinking Mechanically (9/27/2002) #43: Travis opens a new series on RPG rules and mechanics, with paper RPGs as a source.
- Don't Look Too Closely, Part 3 (9/20/2002) #42: Travis ends his Don't Look Too Closely series with a talk on realism.
- Don't Look Too Closely, Part 2 (8/30/2002) #41: Travis continues his foray into the fantastical.
- Don't Look Too Closely (8/18/2002) #40: Travis looks at suspension of disbelief in gaming.
- Building A Character, Part 2 (8/2/2002) #39: Travis continues his suggestions on character creation.
- Building A Character (7/19/2002) #38: Travis dives into well realized characters.
- Suspense, Conspiracy, and Closing Thoughts on Genres (7/5/2002) #37: Travis shares some final thoughts on his Genres series.
- Exploring Genres Mystery and Suspense (6/21/2002) #36: Travis dims the lights for a bit of suspense.
- Exploring Genres Romance (6/10/2002) #35: Travis dives into the genre of Arthurian Romance.
- Exploring Genres There's Something Funny Going on Here (5/24/2002) #34: Travis plunges into the meat and potatoes of setting up comedy.
- Exploring Genres Serious Talk About Comedy (5/10/2002) #33: Travis explains why comedy isn't commonly an RPG genre.
- Interlude: Metagenres & Stances (4/26/2002) #32: Travis addresses larger genre concepts and classifications.
- Exploring Genres: Horror, Part 2 Fear Itself (4/12/2002) #31: Travis taps into our subconscious fears.
- Exploring Genres: Horror (3/29/2002) #30: Travis delves into the creepier genre.
- Exploring Genres: Science Fiction vs. Science Fantasy (3/15/2002) #29: Travis enlightens us about grav plates vs. velcro boots.
- Exploring Genres: Science Fiction (3/4/2002) #28: Travis explores the endless possibilities of sci-fi.
- Interlude: Story Now! (2/15/2002) #27: Building plots through important conflict.
- Exploring Genres: Fantasy, part 3 (2/1/2002) #26: Travis addresses the problems and solutions for fantasy subgenres.
- Exploring Genres: Fantasy, part 2 (1/18/2002) #25: Travis ventures further into subgenres of fantasy.
- Genres - Fantasy (1/4/2002) #24: Travis explores the realms of the fantasy genre.
- Exploring Genres: Part 1 (12/14/2001) #23: Travis opens a portal to genres in gaming.
- Dirty Words, Part 7 Balance (11/30/2001) #22: Travis tips the scales on the notions of game balance.
- Dirty Words, Part 6 Roleplaying (11/16/2001) #21: Travis asks if "thou art a roleplayer" or "are you a role-player."
- Dirty Words, Part 5 Of PK and Grief Players (11/2/2001) #20: Travis puts the magnifying glass on Grief Players.
- Dirty Words, Part 4 PK (10/19/2001) #19: Travis explores the rationale behind Player Killing.
- Dirty Words, Part 3 Keepin' it Real (10/5/2001) #18: Travis asks, "Are you afraid of some realism in your games?"
- Dirty Words, Part 2: The Plot Thickens (9/21/2001) #17: Travis delves into what helps keep players happy, but still moves a plot forward.
- Dirty Words, Part 1: Plot (9/7/2001) #16: Travis explores long-term plot design.
- What's Entertainment? (8/24/2001) #15: Travis counters with his take on Art vs. Entertainment in online games.
- Stranger Than Fiction (8/10/2001) #14: From the dusty tomes of history, Travis calls forth inspiration.
- I'm Not Superstitious (7/27/2001) #13: The many approaches to magic in role-playing.
- The Fourth Block (7/13/2001) #12: And the essential ingredient is... community!
- Darkest Villainry (6/29/2001) #11: More thoughts about villains in online games.
- Building Blocks, Part 4: System (6/15/2001) #10: Eight rules for building a game system.
- Building Blocks, Part 3: Setting (6/1/2001) #9: Suggesting ideas for scenarios.
- Building Blocks, Part 2: Scenarios (5/21/2001) #8: Preparing plots for online games.
- The Building Blocks of RPGs, Part 1: Theoretical Bases (5/4/2001) #7: Definitions and classifications for creating games.
- Everything I Know, I Learned From My Players (4/20/2001) #6: Listening to characters in online games.
- Cliché Patterns (4/6/2001) #5: Kingdom of elves, warrior's guilds, and dog-people in game worlds.
- The Thing in Itself, Part 2 (3/23/2001) #4: A discussion of the differences between text adventures and multiplayer games.
- The Thing In Itself (3/9/2001) #3: What are the differences between paper and computer RPGs?
- Development (2/23/2001) #2: The next step. How to build your great ideas into a game.
- Ideas (2/9/2001) #1: Travis S. Casey asks "Where Do You Get Your Ideas?" in this new biweekly column.
- The Bulk System - A technical summary detailing how weight, mass, and bulk work in the Skotos StoryBuilder Server. Or, in other words, why an aardvark won't fit into a bread box.
- Disguises When Everybody Knows Your Name An informative look at how the SkotOS disguises your character.
- The Elements of Good Storytelling Series...
- Imagining Backstory The 5th in a series of instructional articles, by Kimberly Appelcline, focusing on the importance of backstory for rich storytelling.
- Plot Strategies The 4th in a series of instructional articles by Kimberly Appelcline; this article focuses on approaches to plot development to achieve a desired impact.
- Writing Dynamic Settings The 3rd in a series of instructional articles by Kimberly Appelcline; this article focuses on creating enticing, rich settings worthy of exploration.
- Creating Vivid Characters The 2nd in a series of instructional articles by Kimberly Appelcline; this article focuses on making distinctive and absorbing characters.
- The Elements of Good Storytelling The 1st in a series of instructional articles by Kimberly Appelcline; this article focuses on storytelling elements that help captivate and motivate.
- An Introduction to World Building #24: Three approaches to the topic of world building.
- The Root of All Evil #23: The need for innovation in MMORPG design; and, how money and demos drive the dev process.
- You Keep A'Knocking #22: Dave predicts the future of online games.
- Golden Ghetto #21: Geek culture is mainstream. (Or: Why keeping MMORPGs in the Golden Ghetto of Fantasy & SF isn't a problem.)
- The Rules #20: From E3 to the rules of MMOG development.
- Fun-damentals #19: The sources of fun: sex, violence ... and other pre-civilization roots.
- Sympathetic Fallacies #18: The necessity of stories in our world, and the failure of the same in online games.
- Pareto Optimism #17: Is it just for 20% of the players to reap 80% of the reward? A discourse on fariness in online games.
- What a Difference a Year Makes #16: On the eve of another GDC, Dave considers neuropsychology and action-reward structures in online games.
- Was That a Bubbling Burst I Heard? #15: Irrational exuberance becomes irrational pessimism. Dave discusses the downswing in new MMORPGs.
- What's So Great About Realism? #14: How neuropsychology explains "fun" in games.
- Plan Your Fight #13: Explaining and defining beta releases for MMORPGs.
- Nuts and Bolts #12: Creating new games without reinventing the wheel.
- Pursuit of Knowledge #11: How the quest to make better games could set off an academic firestorm.
- Render Unto Caesar #10: How economics in virtual worlds already impact our reality.
- Age of Discouragement? #9: Has the MMORPG market flatlined, or is the best still ahead?
- The Evocation System - How do you express yourself in an online game?
- From the Basement Column...
- In the Trenches Column...
- MetaStatic Column...
- I'll be back (7/4/2001) The future of MetaStatic and Horizon Station.
- Being Bad (6/27/2001) Playing a villain in online roleplaying.
- Be Prepared (6/20/2001) The art of designing a game.
- What the @% is Wrong Here? (6/13/2001) Sam Witt summarizes a bad week.
- Death of Thousand Cuts, Part IV: You Don't Look So Good (6/6/2001) or, getting down and dirty in Horizon Station.
- Death of Thousand Cuts, Part III: Your Dongle Is Bent (5/23/2001) or, managing object economies.
- Death of Thousand Cuts, Part Two: I Hunger (5/15/2001) or, making characters eat.
- Death of a Thousand Cuts: I'm so tired. (5/9/2001) or Surviving Horizon Station (Part 1).
- Measuring Up (5/2/2001) The question of competition.
- Tab A, Slot B (4/25/2001) What gets cut and what doesn't?
- Player Identity (4/18/2001) Sam Witt answers the question, "Who was that masked man?"
- Finite Characters (4/11/2001) Characters should be limited too, in online games.
- Finite Games (4/4/2001) Allowing online games to evolve.
- Do we really need NPCs? (3/28/2001) An investigation into the actual purpose of NPCs in online games.
- The Power of Consistency (3/21/2001) How do you maintain realism in online games?
- Audience Participation (3/7/2001) Sam Witt wants you for a little META feedback!
- Stages and the Casual Gamer (2/28/2001) Making new friends, the casual gamer's dilemma.
- Crossing the Line (2/21/2001) Mixing the real world and virtual reality... good idea or heresy?
- The Value of the Random Dungeon (2/14/2001) Space is big. Mind-bogglingly big. So big that... you have wonder, how do you describe it?
- Fighting Burnout (2/7/2001) How do you keep players interested in a long-term game?
- The External Community (1/31/2001) How do you build a community that goes beyond the confines of your game?
- Fifteen Minutes (1/24/2001) What effect does time have on online games?
- Break Somethin' (1/17/2001) Sam Witt takes a chainsaw to Horizon Station.
- The Digital Ceiling (1/10/2001) How do you balance gameplay and character advancement?
- The Myth of Balance (1/3/2001) How do you balance different character types in an online game? The answer might surprise you.
- The Spirit of Things (12/20/2000) Sam Witt offers a sincere Christmas wish.
- Risk vs. Reward The Horrible Truth (12/13/2000) Sam Witt discusses how you balance rewards and risk in an online game.
- The Art of Tools (12/6/2000) Sam Witt discusses the tools players use to make their own game.
- Hate is Good (11/29/2000) Sam Witt explains why Hate is Good in multiplayer online gaming.
- Community Building, Part II (11/22/2000) Sam Witt outlines a plan for a community on Horizon Station.
- Spreading the Disease (11/15/2000) Sam Witt discusses the importance of community to online gaming.
- Introductions All Around (11/8/2000) Sam Witt introduces himself and discusses the excitement and fears of being one of the Skotos Seven.
- Notes from the Dawn of Time Column...
- Playing with History Column...
- The Proximity System - A technical summary detailing how the Skotos StoryBuilder Server models a sense of place within its rooms.
- Putting on Your Pants One Leg at a Time Addresses the amusing activity of donning clothes (not as easy as it might first seem).
- Signals From a Dead Channel Column...
- Death and Taxes #42: Using game systems to reduce out-of-band trading.
- Archives and Information #41: Using credentials in the next generation of MMORPGs.
- Fortune Telling #40: Looking at the present and future of online property & currency exchanges.
- Consequences and Death #39: Death, or the lack thereof, in online games.
- What Went Wrong #38: A discussion of one Skotos 7 game and where it went wrong.
- Filling the Sandbox #37: How to fill a game with content. The answer is players.
- Cliché Practicality #36: Why do all the popular MMORPGs include elves, scantily clad women, and rats?
- Order and Planning #35: Planning as the foundation of any online game design.
- The Wheel #34: Programming games: when to reinvent the wheel ... and when not to.
- Endurance #33: How the Roguelike games have survived the test of time: a discussion of virtues.
- Captive Audience #32: Take their eyes and don't give them back. (How to hold on to your gaming audience.)
- Depreciation of Character #31: A fate worse than death in MORPGs.
- Law and Order #30: A discussion of PKers and Grief Players in online games.
- Splinter Bonding #29: Solutions for splintering your online player base.
- Keeping it Together #28: How your community can divide itself in a MMOG.
- Tantalizing Choices #27: How balanced rewards can overcome mathematics.
- Simple Arithmetic #26: How game complexity in RPGs almost always involves mathematics.
- Apt Rewards #25: How to match multiple definitions of success.
- Challenge and Reward #24: Choosing challenges for online games.
- Case for Simplicity? #23: What complexity actually makes games better?
- A Case for Complexity? #22: A player suggests problems with MMOG play.
- Choice or Lack Thereof #21: Multiple paths to victory or unnecessary content?
- Literally, Your Two Cents #20: How big must a MMORPG be to work?
- The Competition #19: What's needed to make the next generation of MMORPGs successful?
- Anatomy of a Game: The MTV Challenges #182: Evolving voting design in The Real World/Road Rules Challenge.
- Anatomy of a Game: The Amazing Race #181: Examing the game design of television's The Amazing Race.
- Collective Choice: Competitive Rankings #180: An overview of ranking systems used for competition, from ELO to tourneys and thresholds.
- Collective Choice: Ratings #179: Looking at ratings systems, beginning with where eBay went wrong.
- Collective Choice: An Introduction #178: An intro to collective choice, including voting, ranking, rating, polling, and more.
- How to Cheat at Online Games, Part Two #177: The difference between what players see as cheating and what administrators do. And, how to better define these.
- Online Games & The Law: More Latest Cases #176: Storyline patents, indexing infringement, and contributory infringement.
- Skinner Boxes & Socializer Gameplay #175: A discussion of operant conditioning, Skinner Boxes, and other sciences underlying online gameplay.
- On Blogs: The Ascendance of the Form #174: How blogs are causing problems for article sites on the Internet, such as this one.
- Another Postcard from Indianapolis #173: Thoughts and Pics from Skotos at GenCon
- Balance & Consistency in Game Design #172: How a CCG game design can illuminate the need for balance & consistency in online games.
- The Elements of Good ScaryTelling: The Horror Within #171: How good horror contrasts the terrible with the mundane.
- Creativity & The Creative Commons #170: A discussion of the Creative Commons licenses, joint creativity, and how we've put our comic where our mouth is.
- Mixing Mediums: An Overview #169: About the Castle Marrach comic, and how mixing mediums can strengthen a creative work.
- Online Games & The Law, Part Four: Community Rules #168: What you should be aware of, legally, when you create an online community.
- It's All in Your Point of View #167: How the storytelling technique of point of view can influence online game design.
- Postcard from San Francisco: GDC & Innovation #166: A look at GDC '05, and the topic of innovation in game design.
- A Theory of Game: Psychology & The Prisoner's Dilemma #165: Discussing four variants of the Prisoner's Dilemma, and how abstract game theory can impact real game design.
- Online Games & The Law: The Latest Cases #164: An update on recent cases affecting the game industry, including Cryptic, Hasbro, and Apple.
- Social Software & Gaming: User Content #163: Looking at the field of Social Software when thinking about user content in online games.
- Strategic Insights: Majority Control #162: An overview of how majority-control strategy games are put together.
- Designing Strategy: The Auction Grand Unification Theory #161: How Risk, El Grande, and Hearts are all auction games.
- The Power of Enthusiasm #160: How enthusiasm is the most important resource in any business venture.
- Communities & Online Games #159: A discussion fo the ways to create community in online games (and the importance thereof)
- Game Lengths #158: Considering the different lengths possible for online games.
- Licensed Games & Novelistic Worlds #157: A look at the plotting problems caused by making games in licensed worlds.
- Tabletop Problems, Online Solutions #156: Tabletop, Analysis Paralysis, and Kingmaking in Online Games
- Strategic Insights: Bluffing Games #155: An overview of ways to bluff in strategy games.
- Strategic Insights: Connection Games #154: An overview and glossary for connection-based games: railroad games, pipe games, and more.
- Mechanics & Theme #153: Two ways to design games: from top-down themes and from bottom-up mechanics.
- Some Thoughts on Artificial Intelligence #152: Expert rules, cheating AI, and organic ideas: a look at gaming & machine intelligence.
- Transcreation #151: Building new stories on top of classic plots and characters.
- Strategy & Tactics #150: Defining strategy, tactics, and their use in online games.
- It's Not Fair! #149: How to achieve fairness in games of all sorts (and what to avoid).
- Online Games & The Law, Part Three: Patents, Trade Secrets & Licenses #148: Finishing off the discussion of IP with a look at patents and trade secrets.
- Online Games & The Law, Part Two: Copyleft & Trademark #147: Discussing the open source movement, trademark law, and their connections to online games.
- Online Games & The Law, Part One: IP & Copyright #146: A broad discussion of how copyright work and what you need to know.
- How to Cheat at Online Games #145: A summary of top methods for cheating in online games--and how game designers can avoid them.
- Strategic Insights: Auction Games #144: An overview of how auction games work, and a discussion of what makes them work well.
- If You Build It They Might Come: Critical Mass & Other User Buzzwords #143: How the science of growth will impact your online game's user community.
- The Disconnect Dilemma #142: Solutions for when players bail out of a game.
- User Interfaces #141: An important, but overlooked, aspect of program design.
- Guns & Flaws #140: Admitting your flaws, but sticking to your guns in game design.
- A Brief History of Game, Part Eight: Forging Partnerships #139: Looking back at Skotos in 2003.
- Social Gaming Interactions, Part Three: Cooperation & Freeform #138: Improving social interactions through cooperation and freeforming.
- Social Gaming Interactions, Part Two: Competition #137: How to improve competitive interaction in multiplayer online games.
- Social Gaming Interactions, Part One: A History of Form #136: On the limits of social gaming interaction, and how they can be expanded.
- Anatomy of a Game: Survivor Twists #135: How twists in the game of Survivor show that "the game is what the game is"
- A Brief History of Roleplaying, Part Three #134: Concluding up a history of roleplaying design with a look at storytelling games.
- Anatomy of a Game: Big Brother #133: Game design of a reality TV show? Seriously.
- A Brief History of Roleplaying, Part Two #132: The history of RP continues, with a look at task resolution, character models, and character advancement.
- Weaving Storylines Column...
- Would a Dining Room By Any Other Name Still Be a Bedroom? Explains how typical fixed objects in MUD rooms are movable in the SkotOS.
- XML: The Core of the Skotos StoryBuilder Server Discover the power of XML and how integral it is to the Skotos StoryBuilder Server.
- Your Computer Dresses You Funny Humorous notes about the why's and how's of viewing characters in the SkootOS.
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