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Noah Falstein's Blog
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A game designer practically since birth (back when dinosaurs ruled the world) I went pro in 1980. Since then I was one of the first ten employees at Lucasfilm Games/LucasArts Entertainment, The 3DO Company, and Dreamworks Interactive. For the last 13 years I've run my own consulting company, The Inspiracy http://www.theinspiracy.com
A few of my games that I was project leader, designer, or co-designer on:
Sinistar, Koronis Rift, PHM Pegasus, Indiana Jones and the Last Crusade, Indiana Jones and the Fate of Atlantis, Chaos Island, Hungry Red Planet, Freedom Fighter 56, and Mata Hari.
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Expert Blogs
What Use Is A Baby? Part 1: Post-Natal  |
| Posted by Noah Falstein on Fri, 05 Jun 2009 03:47:00 EDT in
Game Design
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| Why Microsoft's "Project Natal" will be more than Microsoft Bob and Weave |
| Read More... | 12 Comments |
The Triumph of Will  |
| Posted by Noah Falstein on Wed, 08 Apr 2009 06:20:00 EDT in
Game Design
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| Will Wright's departure from EA is one more sign that the industry is heading in an exciting new direction - or more accurately, many exciting new directions. |
| Read More... | 4 Comments |
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Time Travel, Poetry, And The 4th Dimension |
| Posted by Noah Falstein on Mon, 30 Mar 2009 01:24:00 EDT in
Game Design
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| The experimental games session at GDC 2009 was full of mind-blowing, exciting new ideas. The future looks bright for game design diversity. |
| Read More... | 0 Comments |
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Serious Games in Europe |
| Posted by Noah Falstein on Tue, 10 Mar 2009 08:22:00 EDT in
Game Design
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| Reporting on a Serious Games Conference within CeBIT, a half-million person trade show in Hannover, Germany. |
| Read More... | 0 Comments |
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Chilling in Leeuwarden |
| Posted by Noah Falstein on Sat, 07 Mar 2009 02:45:00 EST in
Game Design
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| My impressions of game design students in Northern Holland. |
| Read More... | 0 Comments |
Noah Falstein's Comments
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Comment In: Kill Polygon, Kill: Violence, Psychology, and Video Games [Feature - 10/22/2009 - 01:15]
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I contributed to the ReMission ... I contributed to the ReMission game from Hopelab - fairly violent 3rd person shooter. But the violence is directed against cancer cells and bacteria, and the game is proven to help kids with cancer stick to their treatment regiments - so it makes for a good example when people tell ... |
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Comment In: Minimised Game Design For Indies: Yes Or No? [Blog - 09/30/2009 - 08:20]
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Glenn beat me to it. ... Glenn beat me to it. At design talks, I frequently quote Albert Einstein, Everything should be made as simple as possible, but no simpler - restating the same principle. I think it's the single most important guideline for game design. Of course, the PROCESS of making things simple can be ... |
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Comment In: Calling all Narrative Designers! [Blog - 09/25/2009 - 12:38]
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While I agree an iPhone-friendly ... While I agree an iPhone-friendly site would be nice, let's get with the 21st century, folks Criticism about a graphic-intensive site reminds me of how William Gibson wrote Neuromancer on a manual typewriter - writers seem to be some of the most technology-adverse people around, which doesn't cut it for ... |
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Comment In: Kickstarting A Serious Game [Blog - 09/12/2009 - 01:27]
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Serious games have a purpose ... Serious games have a purpose beyond entertainment - it is often training or education, but what you are doing certainly qualifies, much as Darfur is Dying did. Interactive immersion is a great way to get people to live a different reality, and this can be used to empathize with an ... |
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Comment In: Interview: Weisman, Smith & Tinker Reveal Nanovor [News - 08/03/2009 - 01:12]
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This is a great idea. ... This is a great idea. I think it could be wildly successful and encourage a bunch of copycats. I think that if it does well, a similar structure will work with existing hand-held devices like the DS, PSP, and iPhone with appropriate older content, but this may be the Pokemon ... |
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Comment In: The History of Defender: The Joys of Difficult Games [Feature - 07/14/2009 - 03:00]
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Giles, John Newcomer who designed ... Giles, John Newcomer who designed Joust was not a good Defender player and was specifically trying to create a game that was more accessible. His battle was for the flap button, which he correctly felt was a big part of the feeling of the game - he had to fight ... |
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