Carsten Germer's Blog
By using a modified "Leitner system" to track a players behavior and learning progress within a game system, a game can react and tune any dynamic gameplay, content exposition or utilization of game mechanics.
In game design there is a kind of love-hate relationship with randomness. How about a technique that provides random outcomes but within parameters that can be influenced to fit the game design?
Earlier this year, after the game design and concept for "Pavel Piezo - Trip to the Kite Festival" were almost done and funding was secured, the crucial question had to be answered: Which game engine or programming system should be used for production?
Carsten Germer's Comments
[Blog - 12/16/2013 - 09:49]
[Feature - 07/09/2013 - 01:00]
@m m @Doug Poston: r ...
@m m @Doug Poston: r n r nSaying F2P is gambling misses out some discerning points. r nOnly gambling is gambling and as long as players don 't gamble in a game it is, well, not gambling per se. r n r nOn the other hand some of the F2P ...
[News - 12/17/2013 - 08:45]
[Blog - 12/10/2013 - 10:16]
That 's right and exactly ...
That 's right and exactly what I was trying to start us thinking about. r nA new opportunity, niche if you so like, could be exactly that: Drop out of the race to the bottom, justify an upfront price or first level free, rest payed ingame by good production value, ...
[Blog - 12/08/2013 - 11:25]
Good article, thanks r nDid ...
Good article, thanks r nDid you react to different individual learning curves What would be your ideas on that for a puzzle game
[Blog - 11/18/2013 - 04:37]
Thanks for the additions, Philip. ...
Thanks for the additions, Philip. Slightly different from what I described and therefor maybe more fitting for different requirements. r nRegarding your second approach: I 've gone a little more in depth about using a Leitner System in game design in another post: http://www.gamasutra.com/blogs/CarstenGermer/20131125/205588/Using a quotLeitner Systemquot to Track a ...