 |
|
 |

Dolgion Chuluunbaatar's Member Blogs
|
Playing in Different Layers of Time |
| Posted by Dolgion Chuluunbaatar on Wed, 16 Feb 2011 11:12:00 EST in
Design
|
| In this post, I try to translate the innovative idea of cooperation over multiple layers of time introduced by Day of the Tentacle to other types of game play than point and click adventures. |
| Read More... | 0 Comments |
Let's Talk About The 'Experience' Of Playing Games  |
| Posted by Dolgion Chuluunbaatar on Wed, 19 Jan 2011 11:43:00 EST in
Design
|
| I just wanted to vent some thoughts about experience of play and what needs to change for games to tap the potential of interactivity to provide a real experience during play - paralleling it with my own experience of going to GDC China. |
| Read More... | 12 Comments |
Looking at "Get Lamp" and the Art of Interactive Fiction  |
| Posted by Dolgion Chuluunbaatar on Sun, 19 Dec 2010 01:42:00 EST in
Design
|
| In this blog post, I write up some of my thoughts after watching "Get Lamp", a documentary of the art of Interactive Fiction and of my first impressions after playing my first session of Zork. |
| Read More... | 8 Comments |
Looking at Mass Effect 2 design decisions and why they work  |
| Posted by Dolgion Chuluunbaatar on Sun, 24 Oct 2010 02:53:00 EDT in
Design
|
| In this post, I want to talk about what made Mass Effect 2 such a good game and how Bioware improved upon their strengths and weaknesses. |
| Read More... | 15 Comments |
|
Don’t Be Lazy, Immerse Yourself! |
| Posted by Dolgion Chuluunbaatar on Fri, 15 Oct 2010 03:16:00 EDT in
Design
|
| In this blog post, I give my own views on immersion in games and active role-playing by gamers. I wrote it in reaction to Dylan Woodbury's post "The Importance of Role-Playing in Non Role-Playing Games" |
| Read More... | 0 Comments |
|
Kinect Game Idea: A Pick-Up Artist Game |
| Posted by Dolgion Chuluunbaatar on Thu, 23 Sep 2010 05:50:00 EDT in
Design
|
| In this blog post, I'm thinking up a new kind of game that should not only work well on the Kinect, but would require the Kinect's capabilities to reach its potential. |
| Read More... | 2 Comments |
|
The Difference Between Being Told to Feel and to Actually Feel |
| Posted by Dolgion Chuluunbaatar on Mon, 06 Sep 2010 10:48:00 EDT in
Design
|
| In this blog post I write about what I feel the motto "Playstyle Matters" means in a deeper sense and why it is so important to understand |
| Read More... | 3 Comments |
Sherlock Holmes and Non-Linear Adventure Games  |
| Posted by Dolgion Chuluunbaatar on Thu, 02 Sep 2010 06:43:00 EDT in
Design
|
| In this blog post I take elements from the Sherlock Holmes story "A Study in Scarlet" and argue that a game designed with those elements can emerge as a truly non-linear adventure game with some refreshing improvements on the traditional design patterns. |
| Read More... | 5 Comments |
Thoughts on RPG Design  |
| Posted by Dolgion Chuluunbaatar on Wed, 01 Sep 2010 01:08:00 EDT in
Design
|
| In this post, I'm writing on the way I see the status quo of RPGs nowadays, and ponder on a few ideas that could bring the genre forward. |
| Read More... | 11 Comments |
|
"Cinematic" Gaming Masterpieces |
| Posted by Dolgion Chuluunbaatar on Thu, 12 Aug 2010 01:59:00 EDT in
Design
|
| In this post, I'm trying to explore what makes linear masterpieces so good. What makes their core essence? Examples taken are Batman Arkham Asylum, Riddick: Escape from Butcher Bay and Metal Gear Solid. |
| Read More... | 5 Comments |
[Previous] | [Next]
|
|