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My name is Finn Haverkamp. I a recent graduate of Warren Wilson College with a BA in Creative Writing. I am an aspiring video game journalist, ludologist, and designer. Please see my full blog at http://invisiblestudio.blogspot.com
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Member Blogs
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Air Traffic Controller: The Game |
| Posted by Finn Haverkamp on Thu, 28 Apr 2011 02:04:00 EDT in
Design,
Serious
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| There have been many reports lately that late-shift Air Traffic Controllers are falling asleep on the job. What can game design do to keep Traffic Controllers more engaged, and more alert? |
| Read More... | 1 Comments |
Left 4 Dead 2's Marvelous Mutations  |
| Posted by Finn Haverkamp on Wed, 29 Sep 2010 03:36:00 EDT in
Design
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| Discusses Valve's official Left 4 Dead 2 Mutations, particularly Follow the Liter and Healthpackalypse. |
| Read More... | 2 Comments |
Enacting Experience  |
| Posted by Finn Haverkamp on Tue, 25 Aug 2009 01:40:00 EDT in
Design
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| Discusses the technique of enacting experience, or matching content to meaning. Looks at how three Flash games use the technique to make for a more powerful experience. |
| Read More... | 0 Comments |
Finn Haverkamp's Comments
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Comment In: A Journey to Monaco: Andy Schatz Looks Back [Feature - 04/18/2013 - 04:05]
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A potter was demonstrating at ... A potter was demonstrating at an arts festival. He threw a very fine mug in front of a crowd, and a spectator said, how can you charge thirty dollars for something that took you ten minutes to throw The potter replied, It didn 't take me ten minutes to throw ... |
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Comment In: Player Skill, Character Skill, and Skill Progression Systems [Blog - 02/05/2013 - 07:02]
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Mark of the Ninja has ... Mark of the Ninja has a fun skill progression system. None of the upgrades are essential, but they do allow players to diversify or focus their play-styles. For example, one upgrade allows players to stealth kill from a hiding spot. More combat focus skills include new attacks, like a dash-slide ... |
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Comment In: An Alternative to Achievements [Feature - 01/25/2013 - 04:45]
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I think Bastion 's Idol ... I think Bastion 's Idol system is an example of variants. Idols are self-imposed challenges to make the game more difficult. They serve both as a difficulty adjuster and a signifier of accomplishment, though there is no record stored for Idol use except for a number of achievements, ironically, that ... |
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Comment In: Peter Molyneux: Everything's Changing [Feature - 09/28/2012 - 04:15]
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Could anybody please clarify this ... Could anybody please clarify this quotation r n r n And the number of taps required on the last surface will be the number of active users, so everyone will get one tap, and that 's going to be frantic. r n r nIf I 'm reading this correctly, I ... |
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Comment In: Opinion: Are Games Too Much Like Work? [News - 09/04/2009 - 05:14]
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I have just completed Grand ... I have just completed Grand Theft Auto IV. It took me 40 hours. That's a long time. I imagine most people completed the game much quicker, but I didn't really get good at the game until three-quarters through, meaning I died a lot, and lost a lot of missions. In ... |
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Comment In: Opinion: Viva Less Ambitious, More Accessible Games? [News - 11/07/2008 - 04:04]
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You make good points. For ... You make good points. For the same reason people read genre-fiction: horror novels, spy novels, mystery novels, romance novels, genre-games as they might be called are simple and easy to enjoy. I also like your idea of building off of a genre or system and refining bit by bit that ... |
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