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
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.
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!
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
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?
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
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
[Blog - 03/06/2014 - 05:01]
[Blog - 02/27/2014 - 04:17]
Hi Ardney. Thats the point ...
Hi Ardney. Thats the point of the article really - why treat story games differently from other games Other type of games aren 't judged objectively by spectators, it 's the subjective experience of the player that counts. And that applies to design as well - most games are dynamic ...
[Blog - 02/19/2014 - 06:10]
[Blog - 02/12/2014 - 09:29]
This is a super-interseting topic ...
This is a super-interseting topic for me. r n r nThe point of these games is the innate self-made goal of 'improvement '. This goal is implicit in a lot of games but in Rust and Minecraft and so on, its laid bare. r n r nMy last blog post ...