Greg Costikyan's Blog
I design games. I rant about games. I read books to small children. I cook. That's about it, really. Oh, at present, I'm a senior game designer at Playdom's San Francisco studio.
Unmanned is a boring game. This is not a criticism; it's part of the point. The slowness and tedium of the game says something about drone warfare, but also about the lives we lead, and what we've lost by relying on telepresence at both work and home.
ETC Press, the publishing arm of Carnegie Mellon's Entertainment Technology Center, has just released a book I co-edited with Drew Davidson, entitled Tabletop: Analog Game Design.
"Game poems:" Short roleplaying exercises that build a bridge between theatrical improv and tabletop roleplaying.
A discussion of the Fluxus art movement, the "games" Maciunas, Ono, and other practitioners created, and what we can learn from their oeuvres.
The metrics-driven nature of social network games undoubtedly improve monetization, but are in a way actually deleterious to them =as games=.
Social network game providers earn 100% of the consumer dollar, less a small percentage for transaction fees. With FaceBook credits, the network takes 30%. Is this the start of a revenue landgrab by the social networks?
Greg Costikyan's Comments
[Blog - 07/01/2013 - 03:00]
It 's an interesting analysis, ...
It 's an interesting analysis, but the keep dollars constant constraint is problematic. Dropping prices for most goods increases unit sales whether or not this increases margins depends on the price elasticity curve for the good in question. Consequently, depending on the price elasticity curve for games, dropping prices may ...
[Feature - 05/24/2011 - 04:35]
Sure. PBM games typically require ...
Sure. PBM games typically require some mix of trade, negotiation, alliance, and so on. Communication, like gameplay, is typically asynchronous letters or email rather than chat . To put it another way, corresponding by mail is social, but asynchronous conversation is social and synchronous. It's not the synchronicity or lack ...
[Blog - 11/14/2009 - 12:29]
Matt: You have a point ...
Matt: You have a point -- in a sufficiently large niche, being 3 or lower isn't so bad. But I think the brass ring is in finding something novel that appeals rather than cloning something, since I think the space of possible successful game styles on social networks is much ...
[News - 11/13/2009 - 01:10]
[Blog - 05/20/2009 - 03:25]
Oh, for Christ's sake. The ...
Oh, for Christ's sake. The shmup is alive and well, and living in indie gaming. For example: Jets'n'Guns: http://jng.rakeingrass.com/ Squid Yes Not So Octopus : http://bagfullofwrong.co.uk/ The Adventures of Rick Rocket: http://www.mygamecompany.com/Products/RickRocket/main.htm Alien Abduction: http://www.pumpkin-games.net Warning Forever: http://www18.big.or.jp/ hikoza/Archive/wf107.exe Everyday Shooter: http://steampowered.com/v/index.php area app AppId 16300 ....etc., etc., etc. This ...