Players don't want to choose, they want to pick - and only sometimes  |
| Posted by Adam Rebika on Sun, 26 Aug 2012 03:15:00 EDT in
Console/PC,
Design
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| A study on how video games are actually very limited when it comes to creating meaningful choices for the player. |
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The Afterworld - General presentation of the project / Design idea number 1: finding inspiration |
| Posted by Adam Rebika on Sun, 12 Aug 2012 08:00:00 EDT in
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| The big lines of my PnP RPG project: The Afterworld, along with a small design leeson I learnt while working on this game: how to find inspiration, and when is it justified to take ideas from what others have done before you. |
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How can game requirements (loading screens, save points, deaths...) improve the experience; PART 3 |
| Posted by Adam Rebika on Sat, 04 Aug 2012 12:00:00 EDT in
Design
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| In this last part of this series of posts, I will comment on how can some games actually benefit from the clever use of loading screens. |
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How can game requirements (loading screens, save points, deaths...) improve the experience; PART 2 |
| Posted by Adam Rebika on Sat, 28 Jul 2012 07:11:00 EDT in
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| In this part, I will study how can saving mechanics actually improve the game experience and be used as |
| Read More... | 3 Comments |
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How can game requirements (loading screens, save points, deaths...) improve the experience; PART 1 |
| Posted by Adam Rebika on Fri, 20 Jul 2012 04:00:00 EDT in
Design
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| How can you improve the game experience by using the media's requirements. Today in PART 1: Dying and trying again |
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Video games and life lessons - The Mount and Blade Example  |
| Posted by Adam Rebika on Fri, 13 Jul 2012 07:14:00 EDT in
Design
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| How can video games be the most powerful medium when it comes to teaching life lessons. |
| Read More... | 4 Comments |
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Introduction to a new blogger and a new project |
| Posted by Adam Rebika on Sun, 08 Jul 2012 11:32:00 EDT in
Design
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| A new bloggers' introduction. First words on his project - The Afterworld. |
| Read More... | 0 Comments |