Foundational Principles

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Foundational Principle #1 – Be willing to take risks, even if fortune doesn’t always favor the bold

Being safe is for tourists and for most casual games. This is the wrong game, wrong genre, wrong developer and…
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Foundational Principle #2 – RvR isn’t the end game, it’s the only game!

CU is a TriRealm™, RvR-focused game. It is not an RvR-centric game like Dark Age of Camelot and it is…
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Foundational Principle #3 – You should always hold the hands of your little children while crossing busy intersections but…

…our players are not children and this is not an intersection crossing. Over the years many MMORPG designers, me included,…
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Foundational Principle #4 – Choice Matters!

RPGs have traditionally offered players a plethora of choices for building out their characters.  From the earliest P&PGs to MMORPGs,…
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Foundational Principle #5 – I Still Hate Gold Sellers

If you have followed MMORPGs since 2001, you probably know how I feel about gold sellers. I took a hard…
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Foundational Principle #6 – Rock, paper, scissors? ‘Natch!

One of the things that set Dark Age of Camelot apart from its competitors was the number of races and…
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Foundational Principle #7 – Crafting should be fun, useful and not induce Carpal Tunnel Syndrome

Folks, I would like to apologize for the two-day delay of this blog posting. On Wednesday, I focused on creating…
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Foundational Principle #8 – This should be a chaotic game with epic surprises at every turn

Over the course of my long career, I have spent a lot of time (some have said far too much…
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Foundational Principle #9 – Forced Socialization was good, then bad. Is it time for a comeback?

Over the decades MUDs evolved from their mostly solo-friendly roots to the first generation of MMORPGs (Meridian 59, UO, EQ,…
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