Bart Stewart's Blog
Avid game design theorist; experienced programmer and software project manager; first (noncommercial) game developed was a real-time multiplayer space combat sim for IBM mainframes in 1985. Gaming-related interests include "deep" gameplay, Explorer/Simulationist gameplay, psychology of gamers, player-centered design, massively multiplayer game design, and industry trends. Personal game design blog at: http://flatfingers-theory.blogspot.com/
As a game designer, what can you do with a huge open world filled with thousands of different kinds of objects? You can tell stories with the environment itself.
A month before its release, Watch Dogs is being described as having a highly dynamic world conducive to thoughtful exploration, but also as having simplified mechanics better suited to exciting action. Which impression is more accurate? Both? Neither?
In which we consider how the careful selection of gameplay elements can burn a game into our hearts and minds.
Game developers often try to find and remove all unexpected interactions in the belief that anything not intended is likely to be a bug. But this may be unnecessarily preventing the development of games in which surprise is a necessary feature.
Since Warren Spector demonstrated Epic Mickey at E3 2010, there's been a microburst of gaming media coverage of his design philosophy that "play style matters." It's about time.
At GDC 2010, Blizzard EVP of Game Design Rob Pardo described a number of design concepts behind Blizzard's games. While these are obviously successful for Blizzard's games, they can be seen as working only for simple action games. There are other kinds.
Bart Stewart's Comments
[News - 01/20/2017 - 06:49]
'site isn 't completly ran ...
'site isn 't completly ran sic by SJWs ' r n r nIt 's completely run, not completly ran. r n r nI have to admit, I got a chuckle out of the implication in the way this defense/correction was phrased.
[Blog - 12/27/2016 - 10:08]
This is a clever concept, ...
This is a clever concept, and good job realizing it so nicely in a short time. Plus I 'm a fan of Magritte 's work, so another win there. : r n r nIn all honesty, though, my first thought was actually how much fun this would be combined with ...
[News - 01/03/2017 - 06:36]
[Blog - 12/19/2016 - 02:33]
Excellent overview r n r ...
Excellent overview r n r nI was glad to see the point made here that overly-complex motivations can appear to be random, at which point a player may ignore that content or behave randomly toward it in turn. That 's not just a question of game design it 's one ...
[News - 11/30/2016 - 03:11]
Unionization is an overly-complex response ...
Unionization is an overly-complex response with entirely predictable negative side effects primarily artificial product cost inflation to a problem that has a simple and effective solution: don 't work there. r n r nUnionization made sense in an era of low job mobility. When many workers literally cannot do anything ...
[News - 11/30/2016 - 09:56]
This is the best and ...
This is the best and most reasonable outcome for any game developer who is thinking of selling a game that emphasizes randomized procedural content generation.