Douglas Lynn's Member Blogs
When a video game which doesn't quite fit the status quo is released, it's often accompanied by decrees of "Well, that's not really a game." But ultimately, do we really know what a game is?
Game jams allow us to demonstrate our development skills to fellow developers by actually creating games. Can't game companies regularly use this same tool to analyze new talent by having aspiring developers work directly with the existing team?
Designing a non-electronic game is fundamentally different than designing a video game. I can now say that with confidence following my own non-electronic design adventure. Here are a few points to consider.
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.
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.
"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.
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.
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?
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.
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.
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