Posts Tagged ‘Dungeons’

Flashpoints

The other day, Bioware posted some information about flashpoints – their take on dungeons. Flashpoints are sets of instanced group content which is apparently highly scripted and non-linear. Your decisions – if we can believe Bioware – will have impact on the development of the story within the flashpoint instance, as well as the enemies […]

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Making Levelling Content Matter

Playing in the Rift beta brought up an old question in me. How do you get players to care about anything but levelling up before they get to the maximum level?  and I still like what I wrote there. Today I’ll take a different approach to the topic though.

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