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Blogs

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The Procession of Progression in Game Design
Posted by Josh Bycer on 05/23/13 11:10:00 am in Design
Progression in Game Design can be tracked between the player themselves and the game. In today's post I'm going to take analyze the two and their intended effects on game design.
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Xbox One: a flawed plan, well executed
Posted by Nicholas Lovell on 05/23/13 09:43:00 am in Business/Marketing, Console/PC
The Xbox One misses the mark because it is the culmination of a strategy formulated in the 1990s. It is a weapon to win the battle of the living room, when the real battle is for the personal screen.
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Letting the Player Find the Fun
Posted by Ben Serviss on 05/23/13 09:15:00 am in Design, Console/PC, Indie
Are hand-holding tutorials holding games back? Starseed Pilgrim offers lessons in increasing player discoverability.
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Using Small Studios As Stepping Stones In Your Career
Posted by Brice Morrison on 05/23/13 08:25:00 am in
Many students have a favorite game or a favorite game studio: Nintendo, Infinity Ward, Rockstar. However when I advise students and parents, I always make sure to tell them not to limit themselves. You should look at small studios as stepping stones.
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Maturity, Challenge, Art and Games
Posted by Derek Yu on 05/22/13 09:05:00 pm in
When it comes to evaluating the "maturity" of video games as an art form, what should we be thinking about? Some recent online discussions have prompted me to write a little something on this sometimes frustrating topic.
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Combat Analysis: Guacamelee  Featured Blogs
Posted by Ben Ruiz on 05/22/13 07:02:00 pm in Design, Indie
As a combat designer, I do a lot of meticulous and thorough analysis of other game's combat mechanics and systems. My most recent analysis was of Drinkbox Studio's Guacamelee on PS3 and Vita.
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The Power of Friendship while Being and Asshole, or the Doormat NPC
Posted by Mark Filipowich on 05/23/13 09:04:00 am in
Maybe a game doesn’t have to explore every facet of interpersonal relationships but it should certainly hold the player accountable for being an asshole. There should be more to relating to a game’s NPCs than sitting down and nodding.
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HDR Audio in Wwise: Best Practices (so far)
Posted by Rev Dr Bradley Meyer on 05/23/13 01:48:00 am in Audio
Learn some best practices learned (so far) in using the new HDR audio feature in Wwise 2013.1. Originally published here: http://bit.ly/11OdWRS
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Xbox One: why single-use codes are good for indie games
Posted by Olivio Sarikas on 05/22/13 08:23:00 pm in Business/Marketing, Console/PC
Are single-use codes the worst idea Microsoft had so far? Yes! It´s Zune-tastic. But this move by Microsoft opens some great opportunities for indie game developers.
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The World of Lennus: A Game Design Analysis  Featured Blogs
Posted by Zack Wood on 05/22/13 06:13:00 pm in Design, Serious
An analysis of the game-world created by SNES cult classic "Paladin's Quest" (AKA Lennus).
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Xbone - A Call To Arms
Posted by Gerald Belman on 05/22/13 05:07:00 pm in Console/PC, Business/Marketing
Xbox was hard enough to say. Xbox 360 was even harder. Now we've got Xbox One. But the brave men and women of the internet are fighting back. Just when you thought they were beaten, they give you: the Xbone.
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First Blog Post, in which Robin Tears His Heart Out.  Featured Blogs
Posted by Robin Arnott on 05/22/13 03:42:00 pm in Design, Indie
Putting something personal and intimate out in the world to be judged worthy or unworthy of funding was a trial of self-trust.
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