Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study  |
| Posted by Mark Venturelli on 11/07/09 10:57:00 am
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Game Design
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| A look at design principles related to space of possibility and how to pace your casual game designs |  |
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| Defining "Hard Core" and "Casual"? |
| Posted by Lewis Pulsipher on 11/06/09 11:39:00 am
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Game Design
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| In class we spent some time trying to differentiate between “Hard Core” and “Casual” video game players. This usually results in a fairly good list, but it’s likely more can be added to it. I’ve decided to post it to see what experienced people think. |  |
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Comparative Ludology: A Case Study Using The Sims and Total War  |
| Posted by Taekwan Kim on 11/05/09 11:01:00 pm
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Game Design
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| A look at the shared game mechanics between The Sims and the Total War series of games |  |
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Opinion: Create a Real PSA Against Online Hate Speech  |
| Posted by Reid Kimball on 11/04/09 04:00:00 pm
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Game Design
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| Reid Bryant Kimball urges developers to create real, sincere and genuine PSA's reminding people that hate speech is not cool and is not tolerated in online gaming experiences. |  |
| Read More... | 54 Comments |
The Conundrum of the Multiplayer Mindshare  |
| Posted by Nick Halme on 11/04/09 03:33:00 pm
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Game Design
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| The pulsing, constantly dividing organism that is the multiplayer gaming community can only split its attention so much. Why do multiplayer games get made when they will predictably fail to grab part of that organism? |  |
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| An Interview With PixelJunk's Dylan Cuthbert |
| Posted by Chris Bateman on 11/03/09 02:05:00 pm
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Game Design
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| Game designer Chris Bateman interviews Dylan Cuthbert of Q-Games, the company behind the PixelJunk games. |  |
| Read More... | 1 Comment |
| Retro Game of the Day! Axelay |
| Posted by Ron Alpert on 11/07/09 01:16:00 pm
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Production
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| Retro Game of the Day is a daily look back at some of the games we loved (or hated) during the formative years. Today's entry is Axelay by powerhouse developer Konami. |  |
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| The Troubled Mind of Kanji Tatsumi: A Video Game Close Reading. |
| Posted by Matthew Kessler on 11/06/09 08:10:00 pm
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| A close reading of the portrayal of gender and sexuality in Persona 4, and how the story of Kanji Tatsumi reveals how people are defined by their society, rather than defining themselves. |  |
| Read More... | 1 Comment |
| Story Flowchart Diagrams |
| Posted by Emanuel Montero on 11/06/09 07:01:00 am
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Game Design
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| Flowcharts can be used to diagram story structures. Flowcharts are simple to diagram and easy to understand. Flowcharts help you visualizing your story and finding errors in the story structure from early stages of development. |  |
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A Role for Could, Would, and Should in Game Input  |
| Posted by Ron Newcomb on 11/06/09 05:06:00 am
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Game Design
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| Games controlled by a language interface -- interactive fiction, "Maniac Mansion", "Shadowgate" and many other adventure games -- traditionally choose imperatives as the only form of input. But this is button-centric thinking. |  |
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| BJBK 3: The first milestone |
| Posted by Ofer Rubinstein on 11/06/09 03:32:00 am
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Production
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| The first milestone of Banana Jump, Barrel Kick - A playable demo. |  |
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Building An Analytical Physics Engine - Pt.1  |
| Posted by Stuart Evans on 11/05/09 10:13:00 pm
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Programming
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| The first in (hopefully) a number of articles discussing what I'm calling the Analytical approach to making a physics engine. |  |
| Read More... | 3 Comments |