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steven mathers's Blog

 

Im a game designer and developer at Armpit Games.

Currently working on a rogue-like called  Dungeon Bash 

www.armpitgames.com - games design blog

www.dungeonbash.com - a roguelike for your mobile IOS / Android

 

Member Blogs

Posted by steven mathers on Thu, 27 Feb 2014 04:17:00 EST in Design, Programming, Art
I came across this article by Greg Costikyan about the incompatibility of story and game. I don’t want to critique Greg’s article so much as offer a counterpoint to that line of thought based on experience designing both computer games and paper RPGs.


Posted by steven mathers on Mon, 17 Feb 2014 05:20:00 EST in Design, Programming
In games where the scope of play goes from small to large, as it does in any game where the goal is to make the players position larger and more influential, then the scope of the player's goals are very likely to change in the same manner. Problem!


Posted by steven mathers on Thu, 13 Feb 2014 02:32:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
If you aren't designing a pure twitch game, it can be hard to marry physical challenge with higher-brain-function decision making. They are somewhat incompatible. How can you zone-out into a bullet-dodging state of consciousness and be making high-st


Posted by steven mathers on Mon, 03 Feb 2014 06:58:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Why does a multi-millionaire strive to make yet more money? How could a teenager derive more satisfaction from the purchase of a second-hand jalopy than a middle-aged executive acquiring their third luxury sports car?


Posted by steven mathers on Mon, 27 Jan 2014 02:45:00 EST in Design, Console/PC, Indie, Smartphone/Tablet
In my previous post ‘Decisions, decisions‘, I talked about… decisions, and how important they are are to a game. But thats a bit like saying “The most important thing about wine is what it tastes like”. Yes, thank you, Sherlock Holmes, but how do I make


Posted by steven mathers on Thu, 23 Jan 2014 05:00:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
This is my first post about game design on my blog at armpitgames.com The significant decisions your game offers the player are the most important factor in game design. Of any type of game – tabletop, computer, or otherwise.



steven mathers's Comments

Comment In: [Blog - 03/06/2014 - 05:01]

thanks ...

thanks

Comment In: [Blog - 02/27/2014 - 04:17]

Ah OK - I don ...

Ah OK - I don 't advocate there be any 'formal story being presented '. A series of events that occur independently, and/or as a consequence of player activity - sure. But as we area talking about a dynamic system, those events won 't be predetermined, so a 'formal story ...

Comment In: [Blog - 02/19/2014 - 06:10]

good one, thank you ...

good one, thank you

Comment In: [Blog - 02/12/2014 - 09:29]

Sorry, I was using terminology ...

Sorry, I was using terminology from my blog post. 'Self-improvement ' where the 'self ' part means the players situation in any game they are playing. Call it Situation-improvement.