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Douglas Lynn's Member Blogs
The Scientific Method  |
| Posted by Douglas Lynn on Thu, 01 Mar 2012 05:48:00 EST in
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| The question of "The Art of Games" keeps coming up in discussions. Always present but oft overlooked, however, is the Science of Games. Art or not, these two hypothetical situations demonstrate how many, many games are products and promoters of science. |
| Read More... | 1 Comments |
Lowering Expectations  |
| Posted by Douglas Lynn on Mon, 23 Jan 2012 07:15:00 EST in
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| Getting stuck on something? Try going back to the beginning. I'm willing to bet you'll learn something new if you re-learn what you thought you knew. Give yourself some fresh eyes and smaller dreams. |
| Read More... | 4 Comments |
Four Years Later  |
| Posted by Douglas Lynn on Wed, 02 Nov 2011 02:49:00 EDT in
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| "The game my professor worked on" teaches me about interactive narrative...again. What are some of the challenges involved in interactive characterization and plot development? I'll try to convey them here. |
| Read More... | 0 Comments |
Eager Apathy  |
| Posted by Douglas Lynn on Sat, 13 Aug 2011 08:01:00 EDT in
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| Or: How Learning to Design Games has Ruined My Interest in Playing Them. A highly subjective tale of how knowing what games are makes them less interesting, and how elements of fandom and fanboyishness clash to restrict a desire to play. |
| Read More... | 9 Comments |
What Violence Means to Games  |
| Posted by Douglas Lynn on Sat, 09 Jul 2011 06:30:00 EDT in
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| In the wake of the famed Supreme Court ruling, I ask what role violence plays in the history of video games. What are some ways violence impacts games in terms of design, and what does it mean for the industry's reputation? |
| Read More... | 4 Comments |
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More than Design (Part 2: Writing) |
| Posted by Douglas Lynn on Sat, 18 Jun 2011 06:34:00 EDT in
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| What does Jenga have to do with making a game's plot stronger? What can we learn from a heap of slowly decaying "E.T." cartridges? Games and narrative can do some great things when instead of just crashing into each other, they manage to fuse together. |
| Read More... | 0 Comments |
More than Design (Part 1: Art)  |
| Posted by Douglas Lynn on Tue, 07 Jun 2011 05:08:00 EDT in
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| What should designers know about visual arts as they work to build game experiences? In the first chapter of [what I intend to be] a continuing series, I attempt to investigate this question. |
| Read More... | 0 Comments |
Gestalt Game Design  |
| Posted by Douglas Lynn on Wed, 25 May 2011 10:02:00 EDT in
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| A great game is more than a collection of great pieces. Design, art, programming, writing, and all of their associated parts need to blend together seamlessly to generate a magnificent whole. |
| Read More... | 4 Comments |
The Obedient Player  |
| Posted by Douglas Lynn on Wed, 11 May 2011 06:18:00 EDT in
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| What is the role of free will in video games? How much control does the player have over a game? Brace yourself for philosophy as the classic question of free will meets technology in a discussion that settles absolutely nothing. |
| Read More... | 9 Comments |
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A Slightly Belated Review |
| Posted by Douglas Lynn on Thu, 05 May 2011 11:04:00 EDT in
Design,
Console/PC
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| The last and most recent of my preexisting blog entries, this post serves as a casual, subjective review of Portal 2. Rather than providing a score, it discusses how various game elements come together to generate a particular feel. |
| Read More... | 0 Comments |
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