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I surprised myself by putting down a few (and I do mean a few) lines of code defining an RPG in Java. It's not much, but it's a start, and I tend to finish things I've taken the first steps on.

It was in taking these first steps that my brainstorming quickly pointed out that most RPG mechanics are unashamedly Dungeons and Dragons rip-offs. This is because they're based on a system of a few core attributes (from the original Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and derive some mods from that which determine odds of success. Well, I'm experimenting with breaking away from that tradition and seeing where it takes me.

My overall goal is to put together Roguelike with both ground and space travel elements. I've actually a lot of interesting brainstorming about some stuff I can do with that, but, as Chris Crawford recommended in his excellent, "The Education of a Game Designer" article, I've decided to stick to a simple design for now and produce a simple "go cart." The actual goal is the practice of putting it together. I'm not really looking to be a game programmer, but I figure as a designer I need something to put together a model in, and the more I dabble with java the more it becomes second nature.

In other news, the North American open beta for Cabal Online opens February 1st. (Official OGPlanet Website) From what I've heard, it's quite a few notches up from the usual Korean Bang fare, but it also has open PvP and that invites grief play. Why do they always have a fatal flaw? Oh well, I plan to give it a spin regardless.
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