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November 21, 2009
 
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Blogs

Luis Guimarăes's Blog

Welcome to the Game Design Laboratory. We'll share and talk about some Game Design ideas and questions here. Thank you for reading.

Member Blogs

Tricky Revenues on Secondary Markets (Questions)  Featured Blogs
Posted by Luis Guimarăes on Thu, 10 Sep 2009 12:18:00 EDT in Game Design, Production
How to make some money from secondary markets? Specially those domained by Piracy or Free-to-play mindset?
Read More... | 0 Comments

War Against Piracy... Again
Posted by Luis Guimarăes on Tue, 14 Jul 2009 07:40:00 EDT in Game Design
Following all the piracy issue-aimed discussion, here we go again...
Read More... | 0 Comments

The Game Design Laboratory: Character Creation System. [Post Response]
Posted by Luis Guimarăes on Sun, 03 May 2009 01:12:00 EDT in Game Design
This post is was a commentary for the The Interactive Montage, by Reid Kimball, and the response from Kumar Daryanani Arias, Using An Interactive Montage As A Character Creation System.
Read More... | 0 Comments

The Game Design Laboratory: Gameplay Improvement – Providing Useful Gaming Tools
Posted by Luis Guimarăes on Sun, 03 May 2009 11:50:00 EDT in
In this analisis, we talk about how the improvement of gamming tools at design level can bring new possibilities for immersivity, difficulty, storytelling, gameplay flow and so on.
Read More... | 0 Comments

The Game Design Laboratory: Virtual Console – Thinking of New Models of Game Developing and Distribution
Posted by Luis Guimarăes on Sat, 25 Apr 2009 05:47:00 EDT in Game Design
This article presents a new and, currently, alternative model of game developing and distribution, and brings up, following the OnLive polemic trend, new questions and perspectives about the next possible moves for the future of the game industry.
Read More... | 2 Comments

   

Luis Guimarăes's Comments

Comment In: Opinion: Rethinking Player Death [News - 11/20/2009 - 05:55]

@Bart I have thought about ...

@Bart I have thought about it before, the first thing that comes to mind is how the game is played. When things becore real life , it starts to give items and weapons more value, actions, strategy, planning, coop... I opens place for hiring a soldier to guide to another ...

Comment In: Lead Designers Who Only Say 'No' [Blog - 11/17/2009 - 09:53]

The point is about designers ...

The point is about designers that don't even think of someone else's ideas and sometimes even just catch managers' and bosses' ones and blindly follow it. Many times somebody in the team comes with ideas that aren't well thought, but that can spam some other good solutions.

Comment In: Hecker: Indies Can't Do All The Heavy Creative Lifting [News - 11/17/2009 - 04:09]

You're right Tim, at least ...

You're right Tim, at least you there are trying something. I don't know how many subscriptions you had there, but I have a feeling like the individuals don't trust this approach too much. I mean, everyone knows how much value an early project is given in this industry. And even ...

Comment In: iPhone Piracy: The Inside Story [Feature - 11/18/2009 - 02:55]

I give up. If you ...

I give up. If you really don't care, and your game is going to do online check anyway and your legitimate customers can't play offline at all, the hackers can still make your game subpass or ignore the check, and the check usually happens in the beggining of the program ...

Comment In: In-Depth: On Company Culture, Hiring, And Retention [News - 11/18/2009 - 05:46]

I guess a true Commitment ...

I guess a true Commitment culture happens to have a mix of Star and Enginering, due to it's communication and adaptation culture.

Comment In: Assassin's Creed 2's Plourde On Why 'Fail Early, Fail Often' Is The Wrong Approach [News - 11/16/2009 - 01:29]

That's the problem, mechanics aren't ...

That's the problem, mechanics aren't supposed to sound fun, they're supposed do be fun, you can't iterate words. Plourde is right.

[More Luis Guimarăes Comments]