Today: a special feature! Martin 'Cyclotrutan' Schwesinger, the developer of Darkening of Tirisfal / Crimson Coast (2009) joins us for an interview!
Hi folks, This project's still kicking! We should have some new content on its way in the coming weeks. In the meantime...
Material, Time, Quality was one of the most interesting articles on the site for me to write. It was an experimental topic, and I wasn't fully satisfied with how I was interpreting 'Quality' in lane-pushing games. I've now updated that article with my more recent interpretation that sees 'Quality' relative to the 'board state'.
It reads more smoothly now, and with the third piece finally in place, the framework is complete as a tool for assessing decisions and trade-offs which might otherwise go unexplored. Check it out!
The moba genre has largely settled on an equilibrium with two armour types: Physical Armour and Magical Armour. Why is this the case, and could expanding the use of armours or resistances lead to greater complexity and depth?
In this discussion we're focusing on armour types and resistances that players interact with. The rules that decide how much damage a ranged troop deals to a catapult are "environmental tuning", and aren't the focus of this article.
During the summer I had the pleasure of being interviewed by esports journalist and writer Josh Calixto as part of a feature piece about the 'geography' of commercial mobas: addressing the question of how the ubiquitous "three lanes" layout evolved, and why it's been so enduring.
We also covered the evolution of various other map features, and mused about possibilities and constraints on where map designs might be headed next.
If you like the sound of that, check it the full article out over on Killscreen.
Hi folks, I am acutely aware that I haven't been able to update lpg in a while (due to the demands of another project). Rest assured that my work here won't be left unfinished; I will get back to writing articles as soon as time permits.
Overdrive is one of those AoS maps which delivers a surprising amount of emergent gameplay by introducing a single twist.
The twist in question is using the Overdrive mechanic from Final Fantasy X to give heroes their ultimates, rather than the usual method of granting them at level 6 and having lengthy cooldowns.
Scars of War (Skar, 2009-2011) is an unusual combination of a relatively recent map using 2005-era scripting. It draws loose inspiration from DotA, and is mostly comprised of minor to moderate twists on familiar ideas. The map includes more features than it needs, and many of them aren't integrated well, but among the clutter lie a few interesting concepts.
It's been a while since the last update; just writing to say there'll be a new post up later this month.