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Maxim Zogheib's Blog

 

I'm a Russian designer with a little over 4 years of experience in the industry. Of which two years I’ve worked on a number of small, local projects, the titles of which I won’t bother mentioning and another two with the Allods team, working on, well, Allods Online.

I’ve gone freelance at the beginning of 2013 and since then have been a bit of a loose cannon, being loud and angry in a localized sort of way, trying to dent the HMS “Status Quo” of the local industry below the waterline (meh… cheesy, but there you go...).

My vocations include game design (particularly system design), learning game design, teaching game design, talking at length about game design, criticizing game design, making a complete ass of myself, while talking about game design and working on half a dozen games at once.

I am currently working on an unannounced iOS project and beating my head against the wall negotiating with a local college to start an educational program in game development.

 

Maxim Zogheib's Comments

Comment In: [Blog - 05/28/2014 - 05:16]

Yes, on an infinite timeline ...

Yes, on an infinite timeline a delayed game will eventually be good r n r nThis statement requires too many additional conditions for it to work, like a static technological environment, abscence of competition, infinitely large niche space etc... etc...

Comment In: [Blog - 04/30/2014 - 06:47]

A description of a fail ...

A description of a fail state for this example would be welcome, as, currently, it is unclear how or, more importantly, WHY the player would fail if the platforms and pickups are adaptive. r n r nA game without a fail state has literally no meaning, as failure is always ...

Comment In: [Blog - 02/10/2014 - 07:34]

This is one of those ...

This is one of those ownership and entitlement arguments all over again. Who does an IP really belong to after release The publisher The studio The Visionary The community r n r nArguably, to all of the above, if you ask me. But copyright and intellectual property laws say that ...

Comment In: [Blog - 01/08/2014 - 02:59]

Oh, I dunno. r n ...

Oh, I dunno. r n r nI mean, I 'd be hard pressed to point to a designer, at least within the ranks of my immediate peers, that would consider a casual feature a primary driving force behind player acquisition. And I haven 't really been seeing any statements to ...

Comment In: [Blog - 12/17/2013 - 01:16]

I know I 'm a ...

I know I 'm a bit late to this party, but I 'd like to comment on the allows the player tremendous freedom in how you develop your character bit. r n r nIt doesn 't. Not really. Not in any meaningful way in terms of power optimization anyway. What ...

Comment In: [Blog - 12/10/2013 - 07:30]

I think you 're missing ...

I think you 're missing the point of what the author 's trying to say. r n r nIt 's not about having unique features. It 's about KNOWING what you 're game is very strong at, and playing those strengths up, when attracting new players. r n r nUnique ...