Lewis Pulsipher's Expert Blogs
This time the challenge is this: say six words about the role of inspiration in game design.
This is a short (10 questions, five minutes or less) survey for people who call themselves game designers, video or tabletop (which is as good a way to define who game designers are as any other). http://www.surveymonkey.com/s/JNQXBBS
This time the challenge is to say something in six words about: "If I could give any present to the game industry this Christmas".
(And also a game designer survey.)
Here's the kind of really sad story you hear sometimes from novice designers, who spent "seven years and a million dollars" developing a game that couldn't possibly bring in that much money, or be worth that time. How to be taken seriously by publishers.
This time the challenge is this: say six words about role-playing games.
In the past I've asked people to say 6 words about various topics in games. This time the challenge is this: say six words about game sequels.
Zynga's problem may be the fundamental characteristic of the video game industry: video games are designed to be played for a while and then discarded. You "beat the game", solve the puzzle, or you learn the story, or you get tired of "the grind".
Recent experiences with a rental car brought home to me the importance of familiarity in the game interface. The word “intuitive” is often used in connection with interfaces. As far as I can make out, intuitive in this context just means “familiar”.
I was part of the questioning panel in a job interview for a computer support position, and a question was: what are the three most important characteristics for this job and how do you rate in those characteristics? He replied, I'm a good listener.
Sometimes we can find good advice in disciplines that are not part of the game industry. One of these is the Website design industry. The World Wide Web is particularly susceptible to some of the kinds of problems that can bedevil video game interfaces.
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