Luke McMillan's Blog
I am a game design lecturer, researcher & consulatant and have done work for companies such as twofour54, Ubisoft, Qantm, SAE & Griffith University. I am primarily concerned with rational approaches to design and the impact that nostalgia plays on game creation and consumption.
In this update the RLD Handbook, I propose a system for evaluating depth and complexity in game design. By examining two very similar games using this approach I explore the nuances of depth & complexity and attempt to resolve some common issues.
Some of the biggest game developers use a form of rational metrics to help mitigate risk. This article is the second in a series which examines one particular implementation of Rational Design / Rational Level Design.
Some of the biggest game developers use a form of rational metrics to help mitigate risk. This article is the first in a series which examines one particular implementation of Rational Design / Rational Level Design.
This is the result of playing nearly 3500 arcade games over a 4 year period in order to trace the genealogy of one of the most important genres of all times.
This article looks at how an understanding of the semiotics of movement can help construct emotional responses in games where the fidelity of avatar details are low due to the camera perspective of the game world.
Luke McMillan's Comments
[Feature - 01/15/2013 - 04:40]
I agree with your comment ...
I agree with your comment also r n r n Also I find it funny that designers arrive at similar ideas, I 'd always used graph theory and this idea of connections as well but never formalized it in anyway. r n r nOne of the main points of opposition ...
[Blog - 03/12/2015 - 01:54]
The methodology could be applied ...
The methodology could be applied to most games. The issue will be that your complexity will be huge when you start getting in to the realm of PvP - but not necessarily the depth. The reason I say this is that for each layer of complexity you add, your game ...
[Blog - 08/17/2014 - 02:21]
[Blog - 10/14/2013 - 05:57]
@TC Weidner r n r ...
@TC Weidner r n r nI agree. Once you begin going down a path of deconstruction, the complexity of effective design practice becomes highly apparent. It is also worth noting that I deal predominantly with students working on games projects so deconstruction is a necessary part of the equation.
[Blog - 08/06/2013 - 06:22]
Hi Liviu. In figure 10, ...
Hi Liviu. In figure 10, I have manually set 4 data points instead of 3 to test the margin of error and also to see if the regression model is producing the types of results that I saw in testing.
[Blog - 02/14/2013 - 07:43]
I would go one step ...
I would go one step further and look at sector times - i.e. split the track up into smaller sections which are separated by straights. I consider straight-sways to be the punctuation points in racing track sentence structure.