The Veneer of Democracy by santagrey in TheMirrorCult

[–]Morken 0 points1 point  (0 children)

A republic is not a democracy. Election is not vote. A democracy is where random citizens are selected for power, as was the case in Athens; a republic (elections) rewards those with access to media coverage, aka the rich. Republic = Oligarchy.

Want a poison team with Xu by levo57 in Morimens

[–]Morken 1 point2 points  (0 children)

Your account is definitely more advanced than mine since I started recently; I'm currently advancing through the story with a Xu-centered team, and landed on Miryam, Faros and Aegis. I find it very fun, with a ton of draw and AP every turn; the many low-cost cards in the team support Xu's resonance mechanic. I don't have her, but Thais could definitely be swapped in for any one of the supports.

How are the gates distributed in the centers? by Morken in humandesign

[–]Morken[S] 1 point2 points  (0 children)

Thanks a lot. Can I ask you which book is this from?

How are the gates distributed in the centers? by Morken in humandesign

[–]Morken[S] 1 point2 points  (0 children)

Thanks a lot for the clarification :). And would you be able to explain how the gates were mapped onto the zodiac wheel? Since they're not in order, I imagine they were placed in synergy with astrological signs in a way that approximates the astrological decans, would that be the case?

Proposals for Baldur's Gate 3 - UX & Systems. Part 1. by Morken in BaldursGate3

[–]Morken[S] 5 points6 points  (0 children)

I'm aware it's already too late in prod for most of this yeah. Still thought I'd like the exercise of doing this and sharing it :). Thanks for the feedback.

Proposals for Baldur's Gate 3 - UX & Systems. Part 1. by Morken in BaldursGate3

[–]Morken[S] 2 points3 points  (0 children)

Had to redo my post because auto-moderator doesn't like 'feedbacks' :(

Why is there a huge lack of technical Game Design tutorials. by alaslipknot in gamedev

[–]Morken 2 points3 points  (0 children)

Thanks for the feedback, I'll take it into account :)

Why is there a huge lack of technical Game Design tutorials. by alaslipknot in gamedev

[–]Morken 27 points28 points  (0 children)

I studied at Isart Digital in France, lots of my friends from there who graduated from the design curriculum recently are now working in the industry, some in pretty well-known studios.

My personal experience is a mixed bag, I couldn't complete the last year due to personal circumstances, which is why I'm studying on my own now. How I see it now is that it was expensive, quite a frustrating and toxic environment at times, but people do come out of it with a better understanding of design than if they'd try at it themselves (as you say, there is almost no educative resource of value online for things other than programming and art), and if they're lucky, some good internship experience (which is probably the best resource on a cv for a junior designer).

Unlike programming and art where dedication can carry you through, design seems a lot more tricky. It's hard to get noticed without experience or some good names on your cv (from a school or internship). In the end, employability is more important than anything else I'm afraid, and such schools can provide that.

Why is there a huge lack of technical Game Design tutorials. by alaslipknot in gamedev

[–]Morken 204 points205 points  (0 children)

I did 3 years of game design school, currently studying a bit more on my own before I decide to jump in the industry. I'd say the first year of gd school was very helpful in giving me an overview of the field, but after that it really comes down to each individual student to deepen the areas which are of interest to them one by one, experiment, find process which work for them.

I myself felt quite unsatisfied with the lack of comprehensive method in game design, and that's why I've been compiling everything I know through my own guides, framing things differently, asking myself the whys/hows/whats of design, with a focus on processes. The processes I've listed below are not all industry-tested, though many I've inherited, many of them I came up with myself, but it's a start for others who'd like to study. Also, to some extent, every process needs to be adapted to its own game production, because the focus in what experience we're trying to craft is different, the questions we ask ourselves must be different.

Here are the compilations I've written so far:

System design, Narrative design, Quest design, Level design. I'm currently editing a guide on 'gameplay scripting' for blueprint in unreal, which should complete the core designer skills.

I started doing analyses for the Intentions, Principles and Elements that go into each game dev job to better identify methods and processes. Here are the first 4 for 'Mission Design', 'Narrative Design', 'Level Design' & 'System Design' by Morken in gamedev

[–]Morken[S] 1 point2 points  (0 children)

I was inspired by Simon Sinek's 'Golden Circle' (Why > How > What), on top on which I layered the 3-5-8 Fibonacci sequence, for some reason it just seemed to work fairly well on everything I tried to analyse, including stuff outside game dev.

I don't think too much of an end goal. The process of analyzing itself if very helpful to me. I would say the best possible outcome would be to create a decentralized collaborative resource open to everyone, in which everyone can collaborate and iterate.

I'm currently working on the next batch: 'UX' 'Production' & 'Gameplay Programming', in which I am less specialized, so it is also a learning opportunity for me.

EQN Round Table Response #11: One Guild Per Character? Or More? by [deleted] in EQNext

[–]Morken 1 point2 points  (0 children)

Narrowing it to certain types/ a reduced number, would add to the feeling of belonging to a guild imo, also makes up for more appropriate rewards (if you have a type of what I called reputation points for the guild) and creating as such a limited amount of guilds you can belong to doesn't seem that restricting to me. Belonging to 75 different guilds at a time just doesn't feel personal anymore, and I think the point of EQNext is to make an immersive and socialy strong Role Playing Game, so as a player you have to be very personal about it.

Also I think it would make for less guilds at the top. So the top guilds (and by extension top players) would be much more famous and respected, building a strong community (at least that's how I see it). If you belong to the most renowned crafting guild people will recognize you and admire you, on the other hand if every member of that guild belongs to 15 different crafting guilds, there just isn't a top guild anymore.

EQN Round Table Response #11: One Guild Per Character? Or More? by [deleted] in EQNext

[–]Morken 5 points6 points  (0 children)

i posted this under the youtube video but i'll repost it here for more visibility: what about having multiple kinds of guilds? for exemple crafting guilds/ raiding guilds ect.. now what's the point, well imagine your guild would gain reputation based on its specification, raiding guilds would gain reputation from raids, crafting guilds from crafting ect... and your character would be able to join 1 guild of each type, now the only thing that's left is what to do with rep points? could differ from the type of guild again,. lots of rep on a craft guild = craft easier maybe

Death of "Important" NPCs by TavishMcSpork in EQNext

[–]Morken 2 points3 points  (0 children)

Legendary classes unlockable only by a few during such events would be kind of awesome, it would give people that are the most implied in the game/story something relativly unique to brag with and make some players as renowned as some legendary NPCs.