Many of the current Sigil Games Online developers have previously been involved in the creation of high-profile MMORPGs. What lessons has the development team learned from these experiences?

There are a lot of pitfalls that one can fall into when making an MMOG, from artists making halls too narrow for creatures to pass through to designers not recognizing an exploitable system - and a million things in between. Though we're certainly going to make our share of mistakes, our combined experience will hopefully help us avoid the big ones. Steve Burke @ Starglade.

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I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.

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