Talzhemir's Design Notes
for Online Games
PRIORITIES
This document was originally made in 1996 when I was planning on making
an all-text game. Most of what's needed is very easy stuff, requiring no
ability to program. The pitfall, though, is that there's so *much* to do.
You might look at each feature I listed and react with "That's obvious."
and "Well, DUH." What's not obvious, is that it's ten pages of DUH's. Maybe
this is why many a well-meaning amateur and not a few well-funded professionals
have underestimated the needs of an online game.
ONLINE GAMING
My ideas about how people play online games, and how to make a game
that keeps people playing for decades.
"What exactly is a
`Twink'?"
An editorial on the behaviors we all find especially irritating.
Furre!
Talzhemir's
Treasure Trove