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Blogs

John Mawhorter's Blog

A game designer in training. Was a student, then contract QA at Activision. Now looking for work. Deeply interested in all things game related, though I fall on the mechanics side of the great mechanics-story debate.

Member Blogs

You're Already Keeping Track Of My Every Move, Now Make Use Of It!
Posted by John Mawhorter on Fri, 13 Jan 2012 12:31:00 EST in Game Design
Using all those collected stats for something useful.
Read More... | 2 Comments

Story-Centric Design Approaches  Featured Blogs
Posted by John Mawhorter on Fri, 06 Jan 2012 02:16:00 EST in Game Design
Two approaches to design for story-focused experiences.
Read More... | 5 Comments

Game Design Fetishes - What Are Yours?  Featured Blogs
Posted by John Mawhorter on Thu, 15 Dec 2011 04:53:00 EST in Game Design
Game design fetishes.
Read More... | 30 Comments

Mechanic Breakdown: Jumping in Counter-strike  Featured Blogs
Posted by John Mawhorter on Wed, 30 Nov 2011 06:58:00 EST in Game Design
A simple game design mechanic breakdown of jumping in CS.
Read More... | 8 Comments

The Death of Bloodline Champions
Posted by John Mawhorter on Wed, 02 Nov 2011 02:40:00 EDT in Game Design, Console/PC, Indie, Social/Online
A summary of the game Bloodline Champions, with musing on the causes of its lack of success.
Read More... | 2 Comments

Opinions on Game Design
Posted by John Mawhorter on Sat, 16 Jul 2011 11:09:00 EDT in Game Design
A summary of my interests, beliefs, and opinions about game design. This is a work in progress.
Read More... | 2 Comments

[More John Mawhorter Blogs]   

John Mawhorter's Comments

Comment In: You're Already Keeping Track Of My Every Move, Now Make Use Of It! [Blog - 01/13/2012 - 12:31]

The only part of the ...

The only part of the challenge I want them to remove is lack of ammo, because I was already conserving my ammo which I don't think is fun gameplay except in super-hardcore survival horror and the fact that I received none meant I couldn't play the game in the way ...

Comment In: Story-Centric Design Approaches [Blog - 01/06/2012 - 02:16]

Good point. I think this ...

Good point. I think this approach can work well when done right, but when it fails neither the story nor gameplay are quite good enough and you get an average/mediocre AAA game, which seems all to common these days.

Comment In: Mechanic Breakdown: Jumping in Counter-strike [Blog - 11/30/2011 - 06:58]

I do recall that a ...

I do recall that a bunny hopper with an mp5 had perfect accuracy and could headshot people from across the map.

Comment In: The Death of Bloodline Champions [Blog - 11/02/2011 - 02:40]

The Steam release has kind ...

The Steam release has kind of revived the game, but it isn't really gaining ground. Most of the game was bug free when I tried it and the leavers are pretty lame, but I don't think there's a better solution to the problem maybe popping another queued player in and ...

Comment In: The Abstraction Of Skill In Game Design [Feature - 10/20/2011 - 04:20]

I actually think games that ...

I actually think games that have both deep RPG mechanics and very twitchy action mechanics are great, but they are few and far between. Most RPGifying is done really simplistically to the point where character builds aren't complex enough to have unique strategy. Most Actionifying similarly is adding bland shooter ...

Comment In: Ethos Before Analytics [Feature - 09/15/2011 - 04:45]

I agree that a lot ...

I agree that a lot of knowledge of human psychology is useful as a tool for designing games. On the other hand, it seems to me that if you can't find the fun in your game by intuition and design feel, you aren't going to find it with metrics and ...

[More John Mawhorter Comments]   

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