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Erin Hoffman's Blog
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Erin Hoffman has been designing video games for over nine years in an assortment of genres including MMOs, action-RPGs, and children's games. She is a nonfiction contributor for an assortment of magazines including The Escapist, Strange Horizons and Gamasutra; she also maintains the industry watchdog website Gamewatch.org.
In 2007 she joined Erik Bethke as co-editor of Settlers of the New Virtual Worlds and the BetterEULA project, an initiative to examine the legal, ethical, and economical issues associated with software EULAs as applied in massive online environments and online games. Contributors to the essay collection include noted interactive media commentator Julian Dibbell, Sean F. Kane of Drakeford & Kane LLC, Chief Economist of Eve Online Dr. Eyjólfur Guðmundsson, and others. The BetterEULA project seeks to analyze the needs of online world creators and participants to ultimately generate a legally sound next-generation user agreement broadly applicable and customizable to a range of online products.
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Expert Blogs
Quick Post: User-Generated Content And Game Developers  |
| Posted by Erin Hoffman on Fri, 23 Oct 2009 10:30:00 EDT in
Game Design
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| But no one's managed to create a truly workable, accessible UCG-friendly area yet. Second Life isn't it. Metaplace isn't it (sorry Raph). Thus far, properties that have made UGC their core mission have not been successful. |
| Read More... | 13 Comments |
Life, Addictive Game Mechanics, And The Truth Hiding In Bejeweled  |
| Posted by Erin Hoffman on Wed, 16 Sep 2009 09:31:00 EDT in
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| One of the occupational hazards of being a game designer is an obligation to play up-and-coming games, both to stay ahead of where the market is moving and to dig for signs of the One True Game Design, aka universal mechanics that move people. |
| Read More... | 16 Comments |
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Optimization And Game Mechanics |
| Posted by Erin Hoffman on Sat, 14 Mar 2009 09:44:00 EDT in
Game Design
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| So, because the big project at the new place is large and Flash-based, right now we're doing a systematic analysis of Ferry Halim's Orisinal games. |
| Read More... | 6 Comments |
Erin Hoffman's Comments
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Comment In: Quick Post: User-Generated Content And Game Developers [Blog - 10/23/2009 - 10:30]
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Hi again Fern - got ... Hi again Fern - got caught up and forgot about this temporarily. : I think you're again hitting on the balancing point between providing deep quality content and providing deep tools to players, and that we're using different words to say the same thing. There is a balance between the ... |
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Comment In: Majesco To Raise Over $9 Million In New Funds [News - 09/17/2009 - 09:27]
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What Tactical errors At Majesco ... What Tactical errors At Majesco No way. |
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Comment In: Life, Addictive Game Mechanics, And The Truth Hiding In Bejeweled [Blog - 09/16/2009 - 09:31]
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@J -- a good point. ... @J -- a good point. The difficulty with articles such as that one -- or, since that's not fair, better to say what is DONE with articles such as that one by others -- is that it isn't what they're saying that's the problem, it's what they're not saying. Small ... |
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Comment In: The 'Ideas' Guy [Blog - 03/10/2009 - 12:54]
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Great post. I try to ... Great post. I try to talk to students when I can, and I don't think I've given a single presentation where someone hasn't asked at least one, but usually multiple of the following variant questions: a how can I sell my design idea to a publisher , b how do ... |
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Comment In: Question on The Art of Game Design: A book of lenses [Blog - 03/14/2009 - 08:04]
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Hi Reid. Sorry I don't ... Hi Reid. Sorry I don't have an answer for you, but I'd be interested in this, too, as I loves me some Kindle. I actually came in here to volunteer to throw myself on the grenade and just order it, but I stopped up short upon noticing that the Kindle ... |
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Comment In: Anticipation in Games [Blog - 03/19/2009 - 07:08]
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Interesting point I hadn't thought ... Interesting point I hadn't thought of explicitly, Christiaan, thanks for posting this. : From a game design standpoint I can see the 'purist' perspective of immediately responsive controls, but if you want immersion, things like gravity and resistance which create anticipation, I'd say contribute to that sense of being in ... |
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