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Glen Cooney's Blog

 

Glen Cooney is an Independent Game Designer for Red Axon. His team is currently partnered with the U.S. Department of Energy to create a game to help attract STEM field graduates into technical fields offered by the DOE.

His blog, Glenalysis is his personal take on game design and game industry trends from an eclectic perspective, examining topics from multiple angles and across multiple titles, genres, and media.

He is a fan of both electronic and tabletop games, and regularly features posts devoted to what the two industries can learn from each other.

 

Member Blogs

Posted by Glen Cooney on Tue, 07 Aug 2012 04:53:00 EDT in Design, Console/PC, Indie, Social/Online
What if the drama of Game of Thrones was made into a multiplayer video game? I examine this question by looking at how several recent board games have gone beyond getting players playing together into actually telling compelling stories.


Posted by Glen Cooney on Sun, 06 May 2012 03:04:00 EDT in Design, Console/PC, Social/Online
Emotional pandering, or heartfelt exploration of the human condition? I examine the power of emotion-driven narrative, alongside other forms of engagement, and how to maximize your hordes of dogmatic fans while keeping the haters to a minimum.


Posted by Glen Cooney on Fri, 06 Apr 2012 05:43:00 EDT in Design, Console/PC, Indie, Social/Online
Are exploits really so bad? Is iteration just a tool for fixing problems, or can it help us find new solutions? I examine these questions by taking a look at the exploits of Warcraft III alongside the ever elusive phenomenon of the "Ascended Glitch".


Posted by Glen Cooney on Sun, 11 Mar 2012 05:16:00 EDT in Design, Console/PC
Is Skryim a game about loot or exploration? I discuss how the mechanics of Skyrim fail to support the breadth and size of the game, and steps designers can take to avoid design dissonance and make players feel like your game is worth their time.


Posted by Glen Cooney on Fri, 02 Mar 2012 05:40:00 EST in Design, Console/PC, Social/Online
Why do people love games that seem to never end? I examine this question and compare the many ways games have taken measures to extend their longevity.


Posted by Glen Cooney on Wed, 29 Feb 2012 03:50:00 EST in Design, Console/PC
What can a video game designer learn from a board game? I walk through some key design decisions made in the recently released Mage Knight the Board Game as examples of how the constraints of tabletop game design help foster innovative design solutions.



Glen Cooney's Comments

Comment In: [News - 02/08/2013 - 01:18]

@ Brion r n r ...

@ Brion r n r nI think you are looking at what constitutes good story a bit narrowly here. For visual media movies and video games , the story is told through more than just the dialog, but through the art style, music, and in the case of games the ...

Comment In: [Blog - 05/11/2012 - 09:39]

I think he makes some ...

I think he makes some valid points in his review there, and it does bring up some interesting questions. Obviously, speaking purely in terms of sales, a game that is good and accessible is the best a developer could hope for. But if a game has more of a niche ...

Comment In: [Blog - 05/06/2012 - 03:04]

What you are talking about ...

What you are talking about is a whole other beast entirely. The whole are game 's art debate. I plan on weighing in on that myself in a future post, but it 's not what I was going for here. r n r nI don 't think lore in WoW ...

Comment In: [Blog - 04/06/2012 - 05:43]

Ah, my bad. Thought I ...

Ah, my bad. Thought I saw Vedic mentioned in there somewhere. Thanks for the correction

Comment In: [News - 04/06/2012 - 03:29]

I definitely agree that it ...

I definitely agree that it is better to limit player choices in most cases, and that those choices should be made both interesting and feel appropriately weighty. r n r nI got into a discussion over one of my other blog posts talking about how, in my opinion, Deus Ex: ...

Comment In: [Blog - 03/24/2012 - 08:19]

@Hakim r n r nThere ...

@Hakim r n r nThere is still hope to continue to provide services after the death of a game. I know of several games, including Ultima and WoW, where players took it upon themselves to create their own servers that can support players, even long after the official servers are ...