Bart Stewart's Member Blogs
At GDC 2010, Blizzard EVP of Game Design Rob Pardo described a number of design concepts behind Blizzard's games. While these are obviously successful for Blizzard's games, they can be seen as working only for simple action games. There are other kinds.
The online reaction to Jesse Schell's DICE 2010 presentation can be understood as a reaction to computer gaming becoming a mass entertainment form. Where early gamers enjoyed intangible immersion, today's typical gamer now expects tangible rewards.
The MMORPG concept of "faction" allows small choices to accumulate into big consequences. Extending this concept to allow NPC groups to have faction with each other creates even more dynamic social environments in gameworlds.
Dragon Age: Origins appears to have replaced typical single-player RPG gameplay mechanics with conventions taken directly from MMORPGs. What are the implications of this design, if any?
Why is the "aggro" mechanic still being baked into MMORPG designs? This essay considers the origin and side effects of implementing tactical combat as aggro management, and suggests an alternative to show that other models for combat are possible.
This essay considers the possibility that a conscious, continuous emphasis on customer satisfaction distinguishes successful game development studios from the others.
A diagram showing the intersection of basic computer game styles reveals opportunities for new kinds of games.
Single-player computer RPGs and massively multiplayer online RPGs each have strengths and weaknesses. The "Living World" concept explores a game design derived from blending the most desirable business and gameplay features of these two formats.
During a panel discussion at GDC 2009, Will Wright and Warren Spector briefly discussed the possibility that today's game designers inherit a working design language. If so, what is the nature of that language?
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