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Hey! You Got Your MMORPG In My Single-Player RPG! |
| Posted by Bart Stewart on Tue, 10 Nov 2009 03:53:00 EST in
Design
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| 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? |
| Read More... | 10 Comments |
An Alternative to Aggro  |
| Posted by Bart Stewart on Wed, 02 Sep 2009 02:18:00 EDT in
Design
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| 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. |
| Read More... | 29 Comments |
Game Development as Customer Satisfaction  |
| Posted by Bart Stewart on Mon, 22 Jun 2009 04:11:00 EDT in
Production
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| This essay considers the possibility that a conscious, continuous emphasis on customer satisfaction distinguishes successful game development studios from the others. |
| Read More... | 3 Comments |
New Worlds in Game Design  |
| Posted by Bart Stewart on Tue, 12 May 2009 12:02:00 EDT in
Design
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| A diagram showing the intersection of basic computer game styles reveals opportunities for new kinds of games. |
| Read More... | 16 Comments |
The "Living World" Game  |
| Posted by Bart Stewart on Mon, 20 Apr 2009 03:49:00 EDT in
Design
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| 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. |
| Read More... | 12 Comments |
Is There Now a Functional Language of Game Design?  |
| Posted by Bart Stewart on Thu, 02 Apr 2009 11:28:00 EDT in
Design
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| 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? |
| Read More... | 9 Comments |