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Steve Mallory's Blog
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Steve has worked in the game industry since October, 2003. In that time, he has worked as both Level Designer on titles such as "Bloodrayne 2", and "Aeon Flux" to game designer on such titles as "Ghostbusters: The Video Game", "Section 8", "Project Runway" and "Fun With Death". Steve is currently testing the waters in mobile development...
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Expert Blogs
Social Gaming and the Bartle Archetypes  |
| Posted by Steve Mallory on Fri, 13 Apr 2012 10:06:00 EDT in
Design,
Social/Online
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| By giving Social Games depth using a classic and implied MMO and MUD structure, their market can more appeal to Core Gamers...
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| Read More... | 8 Comments |
Wargame: European Escalation and Eurogames  |
| Posted by Steve Mallory on Fri, 06 Apr 2012 08:20:00 EDT in
Design
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| An analysis of the flaws that hold back a fascinating new RTS that appears sprung from the mind of Tom Clancy... |
| Read More... | 0 Comments |
CastleVille and Agency in Zynga's Social Games  |
| Posted by Steve Mallory on Wed, 04 Apr 2012 05:13:00 EDT in
Design,
Social/Online
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| CastleVille and the evolution of player agency in Zynga's Social Games |
| Read More... | 3 Comments |
Message and Merriment  |
| Posted by Steve Mallory on Mon, 22 Feb 2010 07:55:00 EST in
Design
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| The Push and Pull of Religion and Gameplay. Can these two disparate worlds be brought together? |
| Read More... | 6 Comments |
Building the Emotional Bridge  |
| Posted by Steve Mallory on Wed, 17 Feb 2010 02:44:00 EST in
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| Don't tell people how they should feel... |
| Read More... | 3 Comments |
The Prisoner Dilemma  |
| Posted by Steve Mallory on Wed, 20 Jan 2010 06:49:00 EST in
Design
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| Can games have something to say without throwing it in your face? |
| Read More... | 8 Comments |
[More Steve Mallory Blogs]
Steve Mallory's Comments
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Comment In: Debate: What Shakespeare Play Would Make The Best Videogame? [Blog - 05/29/2012 - 01:13]
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I tossed together a blog, ... I tossed together a blog, but dismissed it, that I called 'The Mercutio Dilemma ', discussing the merits of crafting a narrative from the point of view of a notable, minor player. The example I used was, obviously, Mercutio from 'Romeo and Juliet '. As a character, he is memorable ... |
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Comment In: Social Gaming and the Bartle Archetypes [Blog - 04/13/2012 - 10:06]
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Once the kids are in ... Once the kids are in bed, I 'll parse and change appropriately. r n r nI 'm flattered and enthused that you 've at least loaded my post. Thanks |
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Comment In: CastleVille and Agency in Zynga's Social Games [Blog - 04/04/2012 - 05:13]
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That is, your intended gameplay ... That is, your intended gameplay advancement and castle production value has an inverse relationship with your experience level. |
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Comment In: Games of Maneuver vs. games of "combat dominance" [Blog - 04/04/2012 - 10:18]
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Great article. r n r ... Great article. r n r nNot only is maneuver important, but also the subsequent axis of attack derived from the movement can make or brake a battle. Add maneuver and facing, and you can have a real compelling war game : |
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Comment In: Ask Gamasutra: The video games and narrative debate [News - 02/24/2012 - 05:51]
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Darren, r nNot to get ... Darren, r nNot to get bogged down into the usual amounts of pedantic bickering your posts are know for... r n r nNarrative, here in the context of Narrative Design , is more properly used in the adjective sense and not the noun, and more specifically, in terms of Fine ... |
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Comment In: Ruminations on Leveling [Blog - 01/16/2012 - 12:22]
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In order for character growth ... In order for character growth to be meaningful, there have to be challenges that the player cannot surmount in the early game but can overcome in the late game. The real trick when it comes to providing challenges to the player early on that he cannot overcome is to do ... |
[More Steve Mallory Comments]
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