Game Research

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Four Retro Games Worth Playing

Published on April 27th, 2007 | by Matt Haberfeld

Most games have a short lifespan. For every Super Mario Bros. there are a dozen Sector Z titles that are sitting in the dark corners of someone’s closet, and for every Starcraft there are plenty of [&hellip... Read More


Game Research

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Spotlight: The Kris

Published on April 19th, 2007 | by Matt Haberfeld

The Kris is an amazing weapon of ceremony and war, history and mythology. It is a complex and unique cultural tapestry of ideas and would make a great element in a video game. The Kris is [&hellip... Read More


Game Design

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Creating an Immersive Universe

Published on April 19th, 2007 | by Matt Haberfeld

With the popularity of gaming these days, it’s fairly easy for a large game company to slap together some gameplay elements, a thin storyline, and release a mediocre title that nets them a decent profit. However, [&hellip... Read More


Game Research

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Introduction to Weapon and Armorsmithing

Published on April 17th, 2007 | by Matt Haberfeld

Many role playing games prominently feature the ability to craft weapons and armor for your character as part of the game, with varying degrees of success. This is an area in which most games prefer to [&hellip... Read More


Game Research

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Identifying Knives, Daggers and Swords

Published on April 17th, 2007 | by Matt Haberfeld

Part of developing video games is doing research on your subject material. It is not required that you become an expert on the subject, but you should be able to get the general facts straight and [&hellip... Read More


Game Design

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Ways to Make a Dynamic Economy

Published on March 21st, 2007 | by Matt Haberfeld

Many games have some kind of economy, either through computer controlled vendors, or direct player to player transactions. Even games without money can have an economy if players can barter items between each other. However, not [&hellip... Read More


Game Design

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Breaking the Build Order Cycle

Published on March 20th, 2007 | by Matt Haberfeld

One of the smartest things someone has said about real time strategy games is that the most important resource in the game is time. Even with unlimited amounts of gold, food, and vespene gas, the human [&hellip... Read More


Game Design

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Character Class Systems

Published on March 14th, 2007 | by Matt Haberfeld

Class Systems Traditionally, RPGs have always had character classes. A “class” represents everything about the character, from what they can and cannot do in a gameplay sense, to who they are and how they typically act [&hellip... Read More


Game Design

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The Future of First Person Shooters

Published on March 12th, 2007 | by Matt Haberfeld

In the Beginning First person shooters have come a long way from Wolfenstein 3d, which first catapulted the genre to popularity. I still remember how all of the objects turned to face you no matter where [&hellip... Read More


Game Design

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UDP vs. TCP/IP

Published on March 10th, 2007 | by Jeremy Reed

Inevitably, if you are designing a multiplayer game, you will come to the crossroad where you have to decide which path to take, UDP or TCP/IP. The responsible designer will take into account the requirements and [&hellip... Read More


Game Design

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Intellectual Property and Selling Virtual Items

Published on December 12th, 2006 | by Matt Haberfeld

The entrepreneurial spirit is like water, flowing along the path of least resistance, working its way relentlessly towards some distant goal obscured from the public view. Intellectual property is one of those goals, something that is [&hellip... Read More


White Collar Slavery

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Results of the Audit

Published on October 11th, 2006 | by Matt Haberfeld

On September 6th, I wrote about the results of the audit at my company. The consultant that was sent to review our company had 15 years of experience as a validation specialist, and 3 years of [&hellip... Read More


Guide

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Selling Your Game Account

Published on September 28th, 2006 | by Matt Haberfeld

Quitting the Game There comes a time in every MMO when you’ve decided that you’re no longer interested in the game and it’s time to quit. However, unlike normal games, the time you invested in your [&hellip... Read More


White Collar Slavery

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Psychology of the Stock Market

Published on August 23rd, 2006 | by Matt Haberfeld

I would like to tell you a story about the first massively multiplayer game ever made. It is also one of the best, if not still the best competitive multiplayer game in the world, and it [&hellip... Read More


World of Warcraft

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The Temple of Ahn’Qiraj Boss Guide

Published on July 26th, 2006 | by Matt Haberfeld

This is the boss guide that our guild uses for the bosses in The Temple of Ahn’Qiraj. This is just one example of how to defeat each boss in the instance, and when reading the guide [&hellip... Read More


World of Warcraft

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Farming Guide: Felwood

Published on July 19th, 2006 | by Matt Haberfeld

Felwood can be an excellent zone for raiders that need to replenish their stock, and practice some world PvP at the same time. It’s not the best place to farm gold, but there is money to [&hellip... Read More


White Collar Slavery

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Team Spirit

Published on June 23rd, 2006 | by Matt Haberfeld

Recently, my company decided that we were going to redesign the website with an all new layout, new content, and new photographs. We scoured the internet for free stock photography relating to pharmaceutical research, and came [&hellip... Read More


White Collar Slavery

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Why Do I Work For Such a Terrible Company?

Published on June 19th, 2006 | by Matt Haberfeld

As the introductory article to this section, I feel it’s important to understand the motives for my masochistic desires to remain at a company that is obviously causing me both emotional and psychological harm. I work [&hellip... Read More


World of Warcraft

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Instance Guide: Maraudon

Published on June 2nd, 2006 | by Matt Haberfeld

Suggested level: 46-50 Suggested party: Any (1 healer and 1 tank preferred) Location: Desolace, on the western edge of the map north of Shadowprey Village. —————————————— Quests associated with Maraudon: DUSTWALLOW MARSH (Outside the Instance) Shadowshard [&hellip... Read More


World of Warcraft

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Instance Guide: Uldaman

Published on June 2nd, 2006 | by Matt Haberfeld

Suggested level: 42-45 Suggested party: Any (1 healer and 1 tank preferred) Location: There are two entrances, one is immediately west after you zone in from Loch Modan. The other entrance places you halfway into the [&hellip... Read More


World of Warcraft

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Nature Resist Guide (Pre-Huhuran)

Published on May 23rd, 2006 | by Matt Haberfeld

This is the Nature Resist guide our guild uses and it contains every significant Nature Resist item pre-Huhuran. If you are killing Princess Huhuran weekly, your melee classes should have enough nature resist for the rest [&hellip... Read More


Guide

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Finding a DKP system that works for your guild

Published on May 18th, 2006 | by Matt Haberfeld

This article is dedicated to explaining DKP systems, why they exist, the problems that they solve, and listing their pros and cons. After reading this article, you should have some idea of what will work for [&hellip... Read More


World of Warcraft

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Fire Resist Guide (Pre-Ragnaros)

Published on May 16th, 2006 | by Matt Haberfeld

This is the Fire Resist guide our guild uses and it contains every significant Fire Resist item pre-Ragnaros. If you are killing Ragnaros, you should have enough fire resist for Vaelastrasz the Corrupt, and if you’re [&hellip... Read More


Game Review

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Fire Emblem: The Sacred Stones

Published on May 16th, 2006 | by Matt Haberfeld

Developer: Intelligent Systems ESRB Rating: Everyone Genre: Turn Based Strategy Platform: Gameboy Advance Publisher: Nintendo Release Date: 05/23/2005 What is Fire Emblem: The Sacred Stones? Fire Emblem: The Sacred Stones is the sequel to the 2003 [&hellip... Read More


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