Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 7, 2012
 
Design success means knowing what to do with feedback [1]
 
January's game sales hurt by lack of major releases, says analyst
 
GDC 2012 details Google, Facebook, Unity dev days
spacer
Latest Features
spacer View All spacer
 
February 7, 2012
 
arrow Building the World of Reckoning [3]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [8]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [8]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 7, 2012
 
Nintendo of America Inc.
CONTRACT - Localization Translator (Brazilian Portuguese)
 
A2Z-OC Research and Development Center
3D Animator
 
A2Z-OC Research and Development Center
Software Game Development Engineer
 
A2Z-OC Research and Development Center
Software Game Development Engineer
 
A2Z-OC Research and Development Center
Games Development Engineer
 
A2Z-OC Research and Development Center
LEVEL Designer
spacer
Blogs

Ron Newcomb's Blog

Started gaming during the Colecovision & Commodore 64 era. Stopped gaming about halfway through the PS2 generation. Am currently active in the interactive fiction community. Worked briefly in the game dev industry in 1998 in Los Angeles. He can be reached at pscion (at) yahoo (dot) com.

Member Blogs

The Scene and the Planning Tree
Posted by Ron Newcomb on Tue, 13 Sep 2011 09:07:00 EDT in Game Design, Programming
There's a parallel between the planning tree of artificial intelligence and the scenes of narrative.
Read More... | 0 Comments

Argument Maps for Unscripted Conversation  Featured Blogs
Posted by Ron Newcomb on Tue, 30 Aug 2011 07:28:00 EDT in Game Design, Programming
To replace dialogue trees, we first need a way to represent the ideas in play during verbal conflict.
Read More... | 2 Comments

Re-using Planning Trees for Interactive Dialogue  Featured Blogs
Posted by Ron Newcomb on Tue, 19 Jul 2011 10:33:00 EDT in Game Design, Programming
Did you ever want to ask an NPC "why"? Or "how"? Or "could"? Here's a method for a creator to provide NPCs with answers without necessarily scripting everything beforehand.
Read More... | 0 Comments

Before Action Videogames, There Was Pinball  Featured Blogs
Posted by Ron Newcomb on Thu, 14 Jul 2011 09:43:00 EDT in Game Design, Serious
If board wargames are the predecessor of strategy videogames, so might pinball precede the action videogame. And so the rise and fall of pinball may foretell something for the action videogame.
Read More... | 3 Comments

Dialogue Is The HUD  Featured Blogs
Posted by Ron Newcomb on Fri, 21 Jan 2011 02:34:00 EST in Game Design
In books, dialog is action. In games, dialog is exposition. For genres that lack the human element, here is news.
Read More... | 12 Comments

Prose Generation Techniques for Small Platforms  Featured Blogs
Posted by Ron Newcomb on Thu, 06 Jan 2011 09:02:00 EST in Game Design, Programming, Social/Online, Smartphone/Tablet
Adaptable story frequently finds limited prose generation useful. While substituting one MacGuffin or character for another is pretty straightforward, verb conjugation, pronoun choice, and subject-verb agreement can get hairy. Especially on a cell phone.
Read More... | 2 Comments

[More Ron Newcomb Blogs]   

Ron Newcomb's Comments

Comment In: Engineering Achievement [Blog - 11/05/2010 - 07:51]

Oh yes, I know this ...

Oh yes, I know this feeling. :

Comment In: Opinion: An AI Curriculum [News - 07/18/2011 - 04:30]

Hi Max, 90 Percent Of ...

Hi Max, 90 Percent Of Game AI Is A Maybe if 90 of the games you make are spatial navigation. My most popular post at Gamasutra is how walking kills interactive narrative: http://www.gamasutra.com/blogs/RonNewcomb/20090329/965/Walking not Violence Kills Interactive Narrative.php And as a bonus round, I just posted an article about how ...

Comment In: Opinion: Is It Green Yet? Improving Our CI Process [News - 07/19/2011 - 03:48]

I enjoyed this. thanks. ...

I enjoyed this. thanks.

Comment In: MetaCritique: Metacritic graphs and more! [Blog - 07/14/2011 - 07:07]

Tr s cool Although the ...

Tr s cool Although the publishers' graph confused me, cause I know that 989 Studios released more than just Syphon Filter during the Metacritic years, Twisted Metal 3 and Rally Cross among them. RC might've been a 90 as well, but TM3 certainly wasn't, so that particular graph seems, well, ...

Comment In: Tonight the Stars Revolt - Notes on an Eve Scandal [Blog - 07/01/2011 - 02:42]

I wonder if CCP shouldn't ...

I wonder if CCP shouldn't just outsource the selling of novelty items et al for real money to their own players. As in, a player of EVE could aspire to be a real-world reseller of in-game digital stuff. Say, if you want a monocle, you a player doesn't buy it ...

Comment In: On Stories & Games: Point-Based Storytelling, Implied Narrative & How Interactive Stories Work [Blog - 01/17/2011 - 07:31]

I disagree with the post ...

I disagree with the post as well. Who was the writer who, in response to the maxim, A story is anything with a beginning, middle, and end, said, My weiner dog has a beginning, middle and end, but that doesn't make him a story. Granted, I've see the pointillist way ...

[More Ron Newcomb Comments]   

UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.