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. Currently working as Community Manager for Storybricks (Namaste Entertainment): http://www.storybricks.com/ .
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/
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.
The online reaction to Jesse Schell's DICE 2010 presentation can be understood as a reaction to computer gaming becoming a mass entertainment form. Where early gamers enjoyed intangible immersion, today's typical gamer now expects tangible rewards.
The MMORPG concept of "faction" allows small choices to accumulate into big consequences. Extending this concept to allow NPC groups to have faction with each other creates even more dynamic social environments in gameworlds.
Bart Stewart's Comments
[Blog - 12/02/2013 - 03:43]
As with most things, there ...
As with most things, there 's probably a balance point between a UI that helps contribute to the feel of a game which I agree is a good idea and one that is fiddly and cute to the point of getting in the way of the play experience. r n ...
[Blog - 11/29/2013 - 07:40]
That was my feeling as ...
That was my feeling as well, Andrzej. : Thanks r n r nI try to be careful not to see everything as a confirming instance of the unified model notion. But I do think the number of theories of motivation that appear to see and describe very similar human interests ...
[News - 12/04/2013 - 10:14]
[Blog - 12/04/2013 - 09:29]
I love the idea that ...
I love the idea that the world itself has functional knowledge built into all the objects whose dynamic effects can be perceived by mobs, including player and non-player characters. r n r nA reactive world is an interesting world r n r nAnd big kudos for being willing to release ...
[Blog - 12/03/2013 - 12:02]
[News - 11/16/2013 - 10:41]
I became an acolyte of ...
I became an acolyte of the Church sorry of Emergent Dynamics the day I brought home my copy of Ultima Underworld: The Stygian Abyss. It was more than a corridor shooter or guess-the-designer 's-solution adventure game. UU was a game that within the limits of that day 's technology gave ...