Game Designer Eulogy for Tabula Rasa
Tabula Rasa is long gone and while players have had their endless say about what went wrong and how unfair it has been for the few fans, it is always nice to get a professional opinion from game...
Tabula Rasa is long gone and while players have had their endless say about what went wrong and how unfair it has been for the few fans, it is always nice to get a professional opinion from game makers themselves. One such opinion comes from game designer Mike Darga. Being on the inside of a sometimes volatile industry gives this particular blogger a unique perspective on where TR shined and where it failed.
Compared to the other MMOs I've played recently, TR's world felt really dynamic and active. They must have spent a lot time scripting each map, and I think it was worth it.
Dropship ambushes - In TR, Large fields full of static mobs waiting to be killed seemed to be the exception, rather than the rule. Instead, enemy aliens would often be deployed periodically by dropships.
The lack of static spawns made it much easier to walk around the world, and yet the possibility of a dropship attack made traveling something that you had to pay attention to a little more than most games.
Visit Mike Darga's blog here to read more and to add your own 2 coppers!
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