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Craig Ellsworth's Member Blogs
Redefining Genre  |
| Posted by Craig Ellsworth on Mon, 27 Feb 2012 11:23:00 EST in
Business/Marketing,
Design,
Console/PC
|
| One aspect of games that intimidates non-gamers is how we define our genres. Let's look at why this is a problem and how we can fix it in the long run. I also use examples from books, movies, and stage productions to compare and contrast genre systems. |
| Read More... | 5 Comments |
Making Sound Important  |
| Posted by Craig Ellsworth on Thu, 23 Feb 2012 09:30:00 EST in
Audio,
Design,
Console/PC
|
| With a handful of exceptions (music, stealth), most games today do not feature sound as a necessary and essential component of gameplay. What can we do, both in the mechanics/level design and audio development sides, to increase sound integration? |
| Read More... | 6 Comments |
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The Case for Episodic Gaming, Episode 1 |
| Posted by Craig Ellsworth on Tue, 21 Feb 2012 05:28:00 EST in
Business/Marketing,
Design,
Production
|
| Let's take a look at the merits of Episodic Gaming, from every point of view, from Designer to Publisher to Player. It's a model we should seriously consider being a much bigger chunk of industry games. |
| Read More... | 1 Comments |
|
Technological Constraints and Lasting Art |
| Posted by Craig Ellsworth on Mon, 20 Feb 2012 10:50:00 EST in
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| Musings on the pace of technology, keeping classics alive, and do we actually even have "classics"? |
| Read More... | 0 Comments |
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Curing Sequelitis with Name Recognition |
| Posted by Craig Ellsworth on Fri, 17 Feb 2012 01:54:00 EST in
Business/Marketing,
Console/PC
|
| Tired of sequels? There is a surprisingly simple marketing fix that could decrease the risk of creating original IPs and innovative games. |
| Read More... | 1 Comments |
Games Aren't a Storytelling Medium (Yet)  |
| Posted by Craig Ellsworth on Wed, 15 Feb 2012 05:34:00 EST in
Design
|
| To make games a storytelling medium that doesn't just mix media, we need to make gameplay drive the story. Includes a history lesson about how movies grew into an art form, how they broke out of copying stage plays, and how to apply that lesson to games. |
| Read More... | 13 Comments |
Crafting a Massively Single-Player Online Experience  |
| Posted by Craig Ellsworth on Tue, 14 Feb 2012 01:02:00 EST in
Design,
Console/PC
|
| A thought experiment on how to better accommodate solo MMO(RPG) players. What would such a game look like, and how much different would it be from today's games? Sometimes, a little change can go a long way. |
| Read More... | 7 Comments |
A Non-Gamer Plays Halo: Reach  |
| Posted by Craig Ellsworth on Fri, 10 Feb 2012 05:32:00 EST in
Business/Marketing,
Design,
Console/PC
|
| I got to catch a wild non-gamer and put him in captivity where all he got to do was play Halo: Reach. It was a fascinating look into the behavior patterns of a non-gamer thrust into a strange environment. I only wish I took notes. |
| Read More... | 40 Comments |
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Meandering Ramblings From the Tabletop |
| Posted by Craig Ellsworth on Wed, 08 Feb 2012 05:26:00 EST in
Design
|
| Wherein I babble about board games and videogames, friends and strangers, roleplaying and abstraction, and ultimately wonder if it's possible to create a single-player board game the way we create single-player videogames. Know any? |
| Read More... | 1 Comments |
The Gamer's Paradox: The Journey and the Destination  |
| Posted by Craig Ellsworth on Tue, 07 Feb 2012 06:32:00 EST in
Design
|
| Our culture often teaches us that games are meant to be won, and the enjoyment in the moment is incidental. If we want games to rise as an art form, we need to reverse that. |
| Read More... | 12 Comments |
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