Company culture is important to me, and it’s a hard thing to get right. Every company has a different feel, a different vibe. I think it’s important to communicate this internally and externally — it’s how you determine who and what your company is. Every now and again CEOs manage to do this by breaking out of the mold of dreary sameness in their public communications — somehow managing to not be bound by or afraid of their Board, their shareholders, or just looking foolish.
Archive for July 2010
MMOs have by now evolved a canon of how to deal with combat roles, death, and getting back into play after dying (“resurrection”). This canon has become so fixed that it’s common to hear about tank/healer/dps as the “holy trinity” of MMO combat that many games just do, well, sorta because that’s how it’s been done. Every now and again though, some game comes along and pushes the boundaries forward a little. It looks like Guild Wars 2 is doing that with their approach to combat, dying, and the flow of gameplay.