|
How Indie games force us to change our perception of games |
| Posted by Dolgion Chuluunbaatar on Tue, 08 Mar 2011 09:21:00 EST in
Business/Marketing,
Design
|
| In this post I argue that the traditional way of looking at and reviewing games didn't allow the medium of games to allow for works of art and how the indie game scene changes all that. |
| Read More... | 0 Comments |
|
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 |