David Ethan Kennerly
David Ethan Kennerly directed five massively multiplayer games in the US and Korea. He localized Korea's first world, The Kingdom of the Winds, and designed the social system of Dark Ages: Online Roleplaying. Before joining Nexon in 1997, he designed The X-Files Trivia Game for 20th Century Fox, and troubleshot US Army networks in Korea.
Ethan encourages creativity among developers and players. He helped organize MUD-Dev Conferences, and founded an online library of fan fiction. Ethan has authored on game design for Charles River Media, ITT Tech, Westwood College, Gamasutra.com, and IGDA.
Following are the detailed credits for:
Systems designed for various massively multiplayer online games.
Eight interactive religions. Each religion is player-run and fully interactive. Players can pray for over a hundred unique miracles. Priests can host a mass, which provides a multiplayer ceremony and an alternative to combat gameplay. Each religion is complete with its own temple, allied religions, enemy religions, and methods for controlling membership. Each player acrues faith points, which enable access to miracles, consecrated items, status, and other benefits of the religion. Religions cooperate and compete with each other in a religion-versus-religion faction system.
Two player-run villages. Each village is staffed by players, from mayor to judge to guard. Players write, publish, amend, and enforce their own laws. Players run a justice system with judges and officers. There is an integrated clout rating, which enables players to cooperate or compete with each other and participate in political player-versus-player system of voting, intrigue, and alliance.
A social prestige system, which publicly displays glorious and shameful deeds. This is integrated into all of the systems and quests.
An integrated system of supply and demand. Each player acrues labor points each day, which may be spent on crafting, special quests, or traded to other players. The system creates a dynamic check and balance for the player economy. Even the fastest solo-players must cooperate to gain additional labor.
Creation of new items. Tailoring of new types of clothing. From sword smithing to hair styling, each player type has a unique good to offer. Players may cooperate during crafting to increase the quality of their work.
- Multiplayer Quests
Dating quests, group quests, and other multiplayer quests. These quests are especially written and scripted for multiple players. They often require the communication and cooperation of the participants to compete.
A player-operated arena. A host may select teams, manage spectators, and acquire prestige for hosting battles.
Rocks-paper-scissors relationships between four medieval elements. This enables a wizard to select the proper attack and group defense for an opponent of a given element.
Class-specific (monk) training monastery. Players may recruit students, learn new martial arts, and advance in rank through an automated examination process.
- Creative Contests
Players receive in-game status, items, and exclusive positions as awards in fan art and literature contests. In addition, I founded a fan library and edited over 400 fan publications.
Player-operated fair, where politicians can license merchants to sell goods in the fair. In addition, there are player-operated amusements and theater.
Prestigious contest winners can become professors of the college, host classes, and award students experience points as an alternative to combat.
- Guild Management
Player-operated guilds. Players can create and manage their guild memberships.
Player marriage. Priests may marry two other players. Both church (heterosexual) and fairy (homosexual) marriages available.
Co-created with Kevin Saunders. Twelve specalizations for high-level players. These specializations include exclusive areas, clothing, items, abilities, and boards for communication. These are player-run organizations with their own features for administrating membership.
A player-operated arena, with features for team selection, balance analysis, spectator management, and administrating an arena.
Player game masters (GMs) that administer the game. This system includes automated polling systems for measuring popularity of the GMs.
Here are my favorite massively multiplayer role-playing game (MMORPG) events and missions that I wrote, scripted, and, level-designed.
- The Pentagram, Halloween, 2000
- The Rebellion, Independence Day, 2000
- Redemption, Easter, 2000
- Nightmare, February, 2000
- The Heart, Valentine, 2000
- The Eulogy, Thanksgiving, 1999
- The Pact, Halloween, 1999
- The Letter, Fall, 1999. Re-released Fall, 2000.
- The Sacrifice, Fall, 1999
- The Entreaty, Harvest, 1999
- The Shattering, with Kevin Saunders, Halloween, 1998
- Sonhi Revenge, Fall, 1998
- Shore Raid, Fall, 1998
- LinSkrae's Deceit, Summer, 1998
- KaKhan's Threat, Summer, 1998
- The Onyx, Summer, 1998
- Mupa's Curse, Spring, 1998
- Darkchild, Spring, 1998
- The War of Hearts, Spring, 1998
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