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Member Blogs
Difficulty Setting in Multiplayer Games: Can it be done?  |
| Posted by Enrique Dryere on Fri, 01 Jan 2010 06:11:00 EST in
Game Design
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| In this post I propose a system by which difficulty settings may be introduced to competitive multiplayer games. It's impossible to completely remove unpredictability while the human element exists, but we shouldn't resign ourselves to it entirely. |
| Read More... | 5 Comments |
Demarcation - An Objective Metric for Skills in Games  |
| Posted by Enrique Dryere on Wed, 16 Dec 2009 07:11:00 EST in
Game Design
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| I got the idea for this post while working on a previous article that related gameplay to a form of communication. I'm trying to develop an objective metric by which designers can judge the skills they create. Clarity is at the heart of demarcation. |
| Read More... | 9 Comments |
Arcade Mode: A Suggestion for Modern Warfare 2  |
| Posted by Enrique Dryere on Sat, 21 Nov 2009 06:41:00 EST in
Game Design
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| The "Arcade Mode" I propose would stress a certain skill set that is currently played down by the Call of Duty franchise. A few simple changes here and there could provide players with a radically new experience. It could also be called Run and Gun Mode. |
| Read More... | 8 Comments |
The New Monuments of Man  |
| Posted by Enrique Dryere on Sat, 31 Oct 2009 01:29:00 EDT in
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| How long until we see a billion dollar game? Will we ever see one? In this post I briefly discuss the possible emergence of a new category of mega-game. I then compare them to existing monuments and speculate what their impact would be on the industry. |
| Read More... | 8 Comments |
Learning the Language of Gameplay  |
| Posted by Enrique Dryere on Fri, 23 Oct 2009 02:02:00 EDT in
Game Design
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| This post explores the similarities between gameplay and language, particularly in the way that they are learned. I'd been sitting on this article for a while, but was motivated to post it after reading Acero's recent entry, which broached the subject. |
| Read More... | 1 Comments |
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The Three Heads of Videogame Addiction |
| Posted by Enrique Dryere on Sun, 11 Oct 2009 02:44:00 EDT in
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| This article is a brief overview of three possible mechanisms of the much disputed game addiction, and particularly how they apply to MMORPGs. Through my experiences, I've come to believe that these are the three main causes of addiction in games. |
| Read More... | 2 Comments |
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Enrique Dryere's Comments
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Comment In: In Russia, Game Plays You: How Pathologic Proves All The Game Design Rules Wrong [Blog - 02/27/2010 - 12:23]
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Thanks for this article. While ... Thanks for this article. While I might not appreciate Pathologic's merits to the extent that you see them, I can certainly see its worth. However, this is not the first game to trigger the irrational mechanism of pseudo-masochism in players. I was actually just talking to some friends about this ... |
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Comment In: Difficulty Setting in Multiplayer Games: Can it be done? [Blog - 01/01/2010 - 06:11]
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@Jake That's a very legitimate ... @Jake That's a very legitimate concern. I agree that this system would only work for certain games and game types. It could work for most major games, since they have the player-base to support it, but it could also work for smaller games with a single game type, like League ... |
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Comment In: Rethinking the Trinity of MMO Design [Feature - 12/17/2009 - 04:40]
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League of Legends, DotA's spiritual ... League of Legends, DotA's spiritual successor, somewhat achieves this. There are still tanks and dps, but survivability comes in a variety of forms. I know it's not an MMO, but its combat is quite similar, showing that tank/healer/dps is not necessary for PVP. In fact, it's not necessary for many ... |
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Comment In: Demarcation - An Objective Metric for Skills in Games [Blog - 12/16/2009 - 07:11]
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@ Luis The instant cast ... @ Luis The instant cast spell is obviously better than the one with a 1.5 second cast time. It would take an external influence, like another ability or item that grants increased regeneration while casting, to make a spell with a cast time compete with an instant cast. However, the ... |
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Comment In: Player Types: The Challenge Model [Blog - 12/08/2009 - 03:52]
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Understanding your players better is ... Understanding your players better is always a worthwhile pursuit. I wrote my undergrad dissertation on this topic, the focus of which was to define a broad category of players that I call Competitors. Without delving into too much detail, the basic premise behind my reasoning was that players should be ... |
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Comment In: Sentiology? [Blog - 12/03/2009 - 10:45]
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Very thought-provoking post. First off, ... Very thought-provoking post. First off, let me just say that in addition to game design, I hold a degree in psychology, and I don't think I'd even be able to start answering your questions. At the risk of sounding like a solipsist, I doubt anyone's experiences are identical to mine, ... |
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