How IBM’s Watson May Be Game Design’s Holy Grail  |
| Posted by Brice Morrison on Tue, 22 Feb 2011 08:17:00 EST in
Design
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| Watson promises some incredible new frontiers in computing. And while it will be years before he is available to consumers, he may reveal the key to what many consider game design's Holy Grail. |
| Read More... | 8 Comments |
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A Necessary Evil: Grinding in Games |
| Posted by Brice Morrison on Fri, 11 Feb 2011 07:28:00 EST in
Design
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| A definition of grinding, when it's abused, and when it can be used properly to extend gameplay. |
| Read More... | 3 Comments |
A Classic RPG in Flash: Easier Said Than Done  |
| Posted by Brice Morrison on Thu, 10 Feb 2011 03:24:00 EST in
Design
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| How one developer successfully translated a classic genre to an unlikely platform. |
| Read More... | 6 Comments |
Organize Your Thoughts Like a Pro Designer  |
| Posted by Brice Morrison on Wed, 09 Feb 2011 03:19:00 EST in
Design
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| One pro designer's strategies for capturing and developing design ideas. |
| Read More... | 10 Comments |
Game Design for Physical Pain Reduction: SnowWorld  |
| Posted by Brice Morrison on Tue, 08 Feb 2011 03:16:00 EST in
Design
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| New research shows games can be used to reduce physical pain in patients (If designed correctly). |
| Read More... | 3 Comments |
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Increasing Player Retention with Daily Bonuses |
| Posted by Brice Morrison on Thu, 03 Feb 2011 05:00:00 EST in
Design
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| Giving a daily bonus can be a great way to keep players coming back and raising DAU. We look at techniques from two popular Facebook games. |
| Read More... | 2 Comments |
How IGF Finalist Trauma Evokes Atmosphere  |
| Posted by Brice Morrison on Wed, 02 Feb 2011 05:00:00 EST in
Design
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| IGF Finalist Trauma does the impossible: creating a realistic atmosphere in a Flash game. A look at how the title does it, and how its techniques can be applied to other titles. |
| Read More... | 0 Comments |
Keeping Players Awake With Humor and Narrative  |
| Posted by Brice Morrison on Tue, 01 Feb 2011 02:00:00 EST in
Design
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| Puzzles are a feast for the mind, but have the risk of boring the player. By looking at Portal we analyze how the Valve team kept players interest high while asking them to stare at a puzzle for minutes on end. |
| Read More... | 2 Comments |
What Makes a Mobile Blockbuster? Designs in Top iPhone Apps  |
| Posted by Brice Morrison on Mon, 31 Jan 2011 02:18:00 EST in
Design
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| The Apple App store passes its 10 billionth download, and the few games who have sold millions have a lot in common. What are the key elements of a blockbuster mobile design? |
| Read More... | 7 Comments |
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Game Design Terms: Grokking |
| Posted by Brice Morrison on Thu, 27 Jan 2011 07:00:00 EST in
Design
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| Grokking is a term not often heard outside the industry but very useful within. This article discusses how players grokking game designs is something to be aware of and how it affects level design. |
| Read More... | 3 Comments |