I'm currently a researcher/developer at Georgia Tech at the Interactive Media Technology Center. In my previous life, I was a 35mm film projectionist and working musician.
Any views expressed are my own, not of my employer.
The author spends 11 minutes with Frontierville and likens the social game experience as it has evolved to being no better than a slot machine.
The various elements within the runaway hit Canabalt are examined, as well as the reasons behind why features added to the iPhone version have ruined the game in more ways than one.
[Blog - 11/12/2013 - 10:03]
I 'd recommend the section ...
I 'd recommend the section on visual abstraction in Understanding Comics if you haven 't read it. It helps to explain why To The Moon is effective in a way it probably wouldn 't be if the visuals was modeled realistically.
[Blog - 10/29/2013 - 05:07]
[Blog - 10/16/2013 - 05:20]
Do the players with more ...
Do the players with more card packs have a competitive advantage over those who don 't r n r nIf your game is anything like M:TG, the answer would probably be yes. As such, by allowing some players to buy their way ahead, this increases the time/money investment required to ...
[Blog - 09/23/2013 - 08:33]
This was a good, thought-provoking ...
This was a good, thought-provoking read, even if I don 't entirely agree with it. Your counterexamples would have been stronger if they weren 't all drawn entirely from turn-based board games. Games played in real time e.g. basketball frequently have additional design considerations, and with the physical capabilities and ...
[News - 09/19/2013 - 07:23]
[Blog - 09/11/2013 - 05:53]
Thanks for this breakdown. I ...
Thanks for this breakdown. I particularly liked the designation of AA studios, because there really needs to be a middle ground between indie and AAA .