Greg Pollock's Blog
I design casual games and work with talented people to bring them to life. Games fascinate me. I like to make them and I like to take them apart.
I currently work as a PM at Gaia Interactive, where I've been a part of the Monster Galaxy franchise, Rumble Kitten, and two upcoming releases for iOS. All of my professional experience has been in casual gaming so I mostly write about that.
In game worlds we learn rules that delight and enlighten us. But what about our own world--what if there aren't rules we can master? What can games teach us then?
The free to play game industry has a strong culture of metrics-driven decisions, but metrics do not tell you how to do game design. I propose two avenues of inquiry for improving short and long term retention that treat your game like a game.
When video games invoke the experience of being a father it is usually in the role of protector. But being a dad is more work than war and the consequences of conflating masculinity and violence are bad for my daughter.
Serendipitous errors have been crucial to scientific revolutions. When digital worlds replace the physical one as the object of inquiry, how do we preserve the possibility of being surprised by our mistakes?
As game designers we want to give players agency, but we also have to decide what players can't do. How can we position the experience of passivity--of non-agency--in a way that adds to a game instead of subtracting from it?
The App Store is stuffed with games. How do you create an icon that's right for your game and makes it stand out?
Greg Pollock's Comments
[Blog - 07/19/2013 - 03:39]
Ramin, I 've read many ...
Ramin, I 've read many of your articles and feel honored to have a reply from you It 's a fair point that the life of a human entails an expense to be borne by other types of beings. However, it 's not as binary as one life for another ...
[Blog - 06/14/2013 - 09:11]
Thanks for writing this. I ...
Thanks for writing this. I have been astonished by the dozens of card games that are essentially the same, and was wondering how they could possibly all be justifying their UA costs. This makes a lot more sense. r n r nI think there are two other directions for the ...
[Blog - 03/21/2013 - 04:30]
Actually I think red is ...
Actually I think red is a very good color for app icons. Angry Birds uses a red main character, as does Dragonvale. Candy Crush 's foremost piece of candy is red. Clash of Clans ' background is red. Slotomania is primarily red, as is Zynga Poker 's current icon. Legend ...