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Psychochild's Blog



A developer's musings on game development and writing.



Last Build Date: Wed, 03 Jan 2018 20:58:20 +0000

 



Old year bad, new year good

Wed, 03 Jan 2018 20:58:20 +0000

I guess it's time to look at the old year in review and the new year in anticipation since I remembered I have a blog! The spirit moves me to write a little bit to keep some of you who check this site interested!

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

Old year bad, new year good




Another trip around the sun survived!

Wed, 01 Nov 2017 21:38:51 +0000

Today's my birthday, and I'll celebrate with a blog post! I've been quiet lately. Part of it is just general negativity the last few years about many things. Some of it is disappointment in MMOs in general. Some of it is not really feeling like I have much to say that people are interested in. But, let me go over a little bit of what's happening in my life for those of you still reading.

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

Another trip around the sun survived!




An article about Meridian 59

Tue, 17 Oct 2017 19:49:31 +0000

I've been a bit remiss in posting on here. A few months ago my friend Samuel Axon interviewed me to write an article about Meridian 59. (https://waypoint.vice.com/en_us/article/qvvj45/how-the-worlds-oldest-3d-mmo-keeps-cheating-death) Read my full post for more thoughts.

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

An article about Meridian 59




Overflow stats, or what to do about Accuracy

Wed, 14 Jun 2017 17:52:03 +0000

The big Stormblood expansion for FFXIV is almost upon us. Lots of changes in store, which is interesting and scary both as a developer and a player. Will my favorite class still be my favorite class afterward? Will everyone just be playing the new classes? Will this be a turning point, where the game gets streamlined and the game no longer appeals to me like WoW did? One mechanic that is going away is Accuracy. This was a secondary stat that increased your chance to hit monsters, particularly important for raid bosses. In fact, it was vitally important to be "accuracy capped" if you wanted to do the hardest raids in FFXIV. But, the stat had some problems. Let's take a look at those problems and the problems with other stats like it, as well as some solutions.

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

Overflow stats, or what to do about Accuracy




Introducing: MMO dating!

Sat, 01 Apr 2017 17:37:10 +0000

Tired of logging on to eHarmony only to find out the people you message can't pull the minimum DPS to clear A12S? Sick of posting yet another Craiglist "epic mount" ad looking for the love of your life to fund the lifestyle you want in game? Do I have a deal for you! Introducing: MMO dating!

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

Introducing: MMO dating!




Series on online anonymity and privacy, part 4

Fri, 10 Mar 2017 15:13:27 +0000

Last time on this blog, I talked about why it's futile to try to remove online privacy and anonymity, and why enforcement is nigh impossible in reality. This time, let's take a look at what we designers can do to address some of the issues that are caused by privacy and anonymity since they are generally worth keeping.

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

Series on online anonymity and privacy, part 4




Series on online anonymity and privacy, part 3

Thu, 09 Mar 2017 16:32:07 +0000

In my last post, I talked a bit about the harm in removing anonymity and privacy. This post, let's take a look at why it's futile to try to remove it, and why enforcement is nigh impossible in reality.

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

Series on online anonymity and privacy, part 3




Series on online anonymity and privacy, part 2

Wed, 08 Mar 2017 15:14:02 +0000

In my previous post, I took a closer look at what anonymity is and posed a few questions to think about as we discuss this topic further. In this post, I want to talk a bit about U.S. cultural assumptions about privacy and anonymity. Then look at what general harm is done when we remove it from online spaces.

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

Series on online anonymity and privacy, part 2




Series on online anonymity and privacy, part 1

Tue, 07 Mar 2017 14:56:13 +0000

Harassment, bullying, abuse. Unfortunately, we didn't escape these horrible things as we created online spaces. Some people simply aren't very considerate of others. And because the internet is a communication medium, we see these vile behaviors more frequently since many messages are broadcast to a wide audience. It makes sense that designers would look for answers to this problem. Since issues like harassment, bullying, and abuse seem to be less frequent in the offline world, people look for ways to make online more like offline One frequent proposal is to remove online anonymity, since this is a feature easily available online but much harder to do offline. The reasoning is that if people can't hide behind anonymity, they would behave better. I'm going to take the controversial perspective that anonymity, and it's related cousin privacy, are too valuable to give up in the futile pursuit of eliminating bad behavior online. This is a series of blog posts that will look into anonymity and privacy in online spaces.

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

Series on online anonymity and privacy, part 1




The complicated nature of friendships in MMO

Thu, 16 Feb 2017 22:00:59 +0000

I'm a big believer in the social fabric of MMOs. The internet was a tremendous communication platform; I was a geeky introverted kid in the Midwest U.S. on a computer talking to people half way around the world when I was in university. As someone who barely traveled, this was mind-expanding. To think I could talk to people all across the world was simply astounding. MMOs built upon that. People we'd never meet can become close friends. This includes people who might not have a lot of social opportunities offline: people who suffer from anxiety and depression, people who are just massive introverts who can't handle a lot of in-person interaction, or people who are physically ill can make connections that would have been impossible a few decades ago. Yet, online designers often overlook this element. In the rush to cater to the established Achiever crowd, or the rush to optimize key performance indicators, we can lose sight that there are people behind the names and dollars we collect. We ignore their emotional well-being and consider relationships as a side-effect of our design. But, let's take a closer look.

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

The complicated nature of friendships in MMO