Gamasutra.com - All Blogs http://www.gamasutra.com/blogs/ Gamasutra Blogs Sun, 08 Nov 2009 04:03:31 EST en-us scarless@think-services.com (Simon Carless) Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study - by Mark Venturelli http://www.gamasutra.com/blogs/MarkVenturelli/20091107/3497/Space_of_Possibility_and_Pacing_in_Casual_Game_Design__A_PopCap_Case_Study.php Game Design A look at design principles related to space of possibility and how to pace your casual game designs http://www.gamasutra.com/blogs/MarkVenturelli/20091107/3497/Space_of_Possibility_and_Pacing_in_Casual_Game_Design__A_PopCap_Case_Study.php Sat, 07 Nov 2009 10:57:00 EST Defining "Hard Core" and "Casual"? - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20091106/3493/Defining_quotHard_Corequot_and_quotCasualquot.php Game Design 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. http://www.gamasutra.com/blogs/LewisPulsipher/20091106/3493/Defining_quotHard_Corequot_and_quotCasualquot.php Fri, 06 Nov 2009 11:39:00 EST Comparative Ludology: A Case Study Using The Sims and Total War - by Taekwan Kim http://www.gamasutra.com/blogs/TaekwanKim/20091105/3480/Comparative_Ludology_A_Case_Study_Using_The_Sims_and_Total_War.php Game Design A look at the shared game mechanics between The Sims and the Total War series of games http://www.gamasutra.com/blogs/TaekwanKim/20091105/3480/Comparative_Ludology_A_Case_Study_Using_The_Sims_and_Total_War.php Thu, 05 Nov 2009 11:01:00 EST Opinion: Create a Real PSA Against Online Hate Speech - by Reid Kimball http://www.gamasutra.com/blogs/ReidKimball/20091104/3478/Opinion_Create_a_Real_PSA_Against_Online_Hate_Speech.php Game Design 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. http://www.gamasutra.com/blogs/ReidKimball/20091104/3478/Opinion_Create_a_Real_PSA_Against_Online_Hate_Speech.php Wed, 04 Nov 2009 04:00:00 EST The Conundrum of the Multiplayer Mindshare - by Nick Halme http://www.gamasutra.com/blogs/NickHalme/20091104/3477/The_Conundrum_of_the_Multiplayer_Mindshare.php Game Design 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? http://www.gamasutra.com/blogs/NickHalme/20091104/3477/The_Conundrum_of_the_Multiplayer_Mindshare.php Wed, 04 Nov 2009 03:33:00 EST An Interview With PixelJunk's Dylan Cuthbert - by Chris Bateman http://www.gamasutra.com/blogs/ChrisBateman/20091103/3468/An_Interview_With_PixelJunks_Dylan_Cuthbert.php Game Design Game designer Chris Bateman interviews Dylan Cuthbert of Q-Games, the company behind the PixelJunk games. http://www.gamasutra.com/blogs/ChrisBateman/20091103/3468/An_Interview_With_PixelJunks_Dylan_Cuthbert.php Tue, 03 Nov 2009 02:05:00 EST "Enough Already!" - The Paradox of Choice - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20091103/3470/quotEnough_Alreadyquot__The_Paradox_of_Choice.php Game Design A paradox of choice happens when customers become overwhelmed by options and then decide to avoid the entire product category. http://www.gamasutra.com/blogs/DavidWesley/20091103/3470/quotEnough_Alreadyquot__The_Paradox_of_Choice.php Tue, 03 Nov 2009 12:58:00 EST Character Rim Lighting - by David Rosen http://www.gamasutra.com/blogs/DavidRosen/20091103/3465/Character_Rim_Lighting.php Programming Rim lighting is a good technique for combating the "plaster effect" and allowing soft materials to look soft. http://www.gamasutra.com/blogs/DavidRosen/20091103/3465/Character_Rim_Lighting.php Tue, 03 Nov 2009 05:09:00 EST Narrative Design And The Impending Tragedy Of Getting What You Ask For - by Anthony Hart-Jones http://www.gamasutra.com/blogs/AnthonyHartJones/20091102/3461/Narrative_Design_And_The_Impending_Tragedy_Of_Getting_What_You_Ask_For.php Game Design Last week, my manager approached the design team about a game on a very short time-scale. I said that we needed a narrative designer and then I put myself forward for it. I didn't expect to be given the job... http://www.gamasutra.com/blogs/AnthonyHartJones/20091102/3461/Narrative_Design_And_The_Impending_Tragedy_Of_Getting_What_You_Ask_For.php Mon, 02 Nov 2009 06:14:00 EST Player Types: Casual and Hardcore - by Dan Bress http://www.gamasutra.com/blogs/DanBress/20091102/3411/Player_Types_Casual_and_Hardcore.php Game Design Casual vs. Hardcore Players may be more properly categorized as Entertainment-seeking vs. Challenge-seeking Players. http://www.gamasutra.com/blogs/DanBress/20091102/3411/Player_Types_Casual_and_Hardcore.php Mon, 02 Nov 2009 12:15:00 EST Guide To Becoming An Independent Game Developer - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20091108/3502/Guide_To_Becoming_An_Independent_Game_Developer.php Programming Have you ever thought about becoming an indie game developer? Has your game company just gone under, sick of working for publishers or do you just want to break into the games industry? If so, indie game development might be for you. http://www.gamasutra.com/blogs/AlistairDoulin/20091108/3502/Guide_To_Becoming_An_Independent_Game_Developer.php Sun, 08 Nov 2009 02:08:00 EST An Outsider's Perspective - by Alex Rowland http://www.gamasutra.com/blogs/AlexRowland/20091107/3499/An_Outsiders_Perspective.php Decipher the wall of the gaming industry http://www.gamasutra.com/blogs/AlexRowland/20091107/3499/An_Outsiders_Perspective.php Sat, 07 Nov 2009 02:52:00 EST Retro Game of the Day! Axelay - by Ron Alpert http://www.gamasutra.com/blogs/RonAlpert/20091107/3498/Retro_Game_of_the_Day_Axelay.php Production 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. http://www.gamasutra.com/blogs/RonAlpert/20091107/3498/Retro_Game_of_the_Day_Axelay.php Sat, 07 Nov 2009 01:16:00 EST The Troubled Mind of Kanji Tatsumi: A Video Game Close Reading. - by Matthew Kessler http://www.gamasutra.com/blogs/MatthewKessler/20091106/3495/The_Troubled_Mind_of_Kanji_Tatsumi_A_Video_Game_Close_Reading.php 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. http://www.gamasutra.com/blogs/MatthewKessler/20091106/3495/The_Troubled_Mind_of_Kanji_Tatsumi_A_Video_Game_Close_Reading.php Fri, 06 Nov 2009 08:10:00 EST Story Flowchart Diagrams - by Emanuel Montero http://www.gamasutra.com/blogs/EmanuelMontero/20091106/3491/Story_Flowchart_Diagrams.php Game Design 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. http://www.gamasutra.com/blogs/EmanuelMontero/20091106/3491/Story_Flowchart_Diagrams.php Fri, 06 Nov 2009 07:01:00 EST A Role for Could, Would, and Should in Game Input - by Ron Newcomb http://www.gamasutra.com/blogs/RonNewcomb/20091106/3490/A_Role_for_Could_Would_and_Should_in_Game_Input.php Game Design 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. http://www.gamasutra.com/blogs/RonNewcomb/20091106/3490/A_Role_for_Could_Would_and_Should_in_Game_Input.php Fri, 06 Nov 2009 05:06:00 EST BJBK 3: The first milestone - by Ofer Rubinstein http://www.gamasutra.com/blogs/OferRubinstein/20091106/3489/BJBK_3_The_first_milestone.php Production The first milestone of Banana Jump, Barrel Kick - A playable demo. http://www.gamasutra.com/blogs/OferRubinstein/20091106/3489/BJBK_3_The_first_milestone.php Fri, 06 Nov 2009 03:32:00 EST Building An Analytical Physics Engine - Pt.1 - by Stuart Evans http://www.gamasutra.com/blogs/StuartEvans/20091105/3492/Building_An_Analytical_Physics_Engine__Pt1.php Programming The first in (hopefully) a number of articles discussing what I'm calling the Analytical approach to making a physics engine. http://www.gamasutra.com/blogs/StuartEvans/20091105/3492/Building_An_Analytical_Physics_Engine__Pt1.php Thu, 05 Nov 2009 10:13:00 EST Newsletter #51 - Charlie's Spooky Adventure - by Michael Grand http://www.gamasutra.com/blogs/MichaelGrand/20091105/3487/Newsletter_51__Charlies_Spooky_Adventure.php A new game has been released, a camera has been added to the render system, new sketches, news on some SAO clans, and a new SAO player-made blog. http://www.gamasutra.com/blogs/MichaelGrand/20091105/3487/Newsletter_51__Charlies_Spooky_Adventure.php Thu, 05 Nov 2009 04:45:00 EST Alzheimers and Video Games - by Shelly Warmuth http://www.gamasutra.com/blogs/ShellyWarmuth/20091105/3483/Alzheimers_and_Video_Games.php Studies show that video games may delay the symptoms of Alzheimer's and other forms of dementia. Successful gamers think, focus and utilize scarce resources. My dad may have Alzheimer's, so I wrote this article for all families hoping to prevent it. http://www.gamasutra.com/blogs/ShellyWarmuth/20091105/3483/Alzheimers_and_Video_Games.php Thu, 05 Nov 2009 09:21:00 EST