Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [49]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
spacer
Blogs

Nels Anderson's Blog   Expert Blogs

Nels Anderson is a gameplay programmer at Hothead Games and probably the only game developer in Vancouver (and maybe all of Canada) that was born and raised in Wyoming. Prior to Hothead, he worked at Klei Entertainment. He believes in importance of independent game development and wishes he had a sardonic talking skull as a compatriot.

He writes about games and game design at Above 49. If Twitter is your proclivity, he's @Nelsormensch.

Expert Blogs

Say No to "Fun"  Featured Blogs
Posted by Nels Anderson on Thu, 27 Aug 2009 07:00:00 EDT in Game Design
Using the word "fun" to discuss the core value of games is deeply problematic. Conversing with new players and non-gamers is going to require a new term. I propose "engagement" (even though it's still the "fun" most of us are used to).
Read More... | 26 Comments

Kohlberg's Moral Development Comes to the Mushroom Kingdom  Featured Blogs
Posted by Nels Anderson on Mon, 13 Jul 2009 07:25:00 EDT in Game Design
This post looks at moral reasoning in games through the lens of Dr. Lawrence Kohlberg's six stages of moral development, providing further evidence that games are neglecting a powerful opportunity to engage players.
Read More... | 15 Comments

Fallout and The Procedural Skald
Posted by Nels Anderson on Mon, 08 Jun 2009 05:30:00 EDT in Game Design
A discussion of how the extended epilogues in Fallout 1 & 2 compare to Fallout 3's procedural skald of Three Dog in add gravitas to player decisions.
Read More... | 0 Comments

Toward Better Readability in Adventure Games
Posted by Nels Anderson on Thu, 07 May 2009 08:00:00 EDT in Game Design
More readable systems could contribute to creating games that offer the same satisfaction as classic adventure games. This article looks at some places to start.
Read More... | 2 Comments

Without Readability - The Decline of Adventure Games
Posted by Nels Anderson on Tue, 05 May 2009 08:00:00 EDT in Game Design
A discussion of how poor readability contributed to the decline of adventure games.
Read More... | 5 Comments

Improving Readability: Data
Posted by Nels Anderson on Wed, 29 Apr 2009 08:00:00 EDT in Game Design
Thoughts on the importance of scientific rigor when evaluating game design.
Read More... | 5 Comments

[More Nels Anderson Blogs]   

Nels Anderson's Comments

Comment In: Kohlberg's Moral Development Comes to the Mushroom Kingdom [Blog - 07/13/2009 - 07:25]

@Alex This isn't about children ...

@Alex This isn't about children in the sense you seem to be thinking of. By Kohlberg's analysis, moral reasoning starts to move through stages in the late teens and through the 20s his long term study was subjects at age 10 and following them to age 30 . Re: your ...

Comment In: Toward Better Readability in Adventure Games [Blog - 05/07/2009 - 08:00]

@An I still think that ...

@An I still think that having utterly unchanging linear stories can be problematic, I think we're both on the same page that having only a single solution to progression blocks in linear stories is more concerning. Having multiple possible outcomes to a single problem is a big step towards addressing ...

Comment In: Improving Readability: Data [Blog - 04/29/2009 - 08:00]

@An Heh, I think I ...

@An Heh, I think I had spaghetti the night I listened to Gladwell's talk the first time. It was likely not a coincidence. @Jason That's an absolutely fantastic observation and I completely agree. Nearly all academic HCI research is done with the participant in isolation and I think it's just ...

Comment In: The Importance of Readability in Games [Blog - 04/22/2009 - 02:10]

@Brendan I was having a ...

@Brendan I was having a very similar conversation with someone about this just today. The days of manuals are more or less gone, and I think this is a good thing. If a game requires an addition essay/article/whatever to explain how to play, it's failed to be intuitive. More sophisticated/complex ...

Comment In: Without Readability - The Decline of Adventure Games [Blog - 05/05/2009 - 08:00]

@Reid There's a number of ...

@Reid There's a number of ways to approach this. The key is to create mechanics that are predictable so they can give rise to interesting dynamics. The problem with adventure mechanics is that, unless the player is in tune with the designer's intent for the puzzle, they no absolutely no ...

Comment In: Feds Place Canada on Piracy Watch List Alongside China, Russia [News - 04/30/2009 - 10:57]

More relevant information from Michael ...

More relevant information from Michael Geist about the absurdity of Canada's inclusion on this list: http://www.michaelgeist.ca/content/view/3912/125/

[More Nels Anderson Comments]