Randy OConnor's Blog
I'm an artist and designer fascinated by player interaction and game environments.
I work for MagicalTimeBean and Tiger Style as an artist and also find time to make games by myself and with other people, too.
You can find out more about me and see some of my work at www.randyo.net.
And follow me at http://twitter.com/randyzero
Randy enjoys an evocatively open-ended golf game while struggling with whether he should place his games under a moniker.
Randy muses on the systems that underlie Escape Goat 2.
What happens when Randy designs a game about something he detests.
Indies in particular (with all our unscheduled time) should consider volunteering.
Random ponderings on the place of luck in games
Randy thinks progress in games needs to come from mechanical innovation, not narrative innovation, as important as that is to the maturing of the industry.
Randy OConnor's Comments
[Blog - 09/01/2014 - 09:57]
That 's fine, sorry this ...
That 's fine, sorry this was not what you were hoping for. r n r nI tried to imply takeaways, though for future you, my writings tend toward more abstract musings rather than the technical/trade learning that Gamasutra generally contains.
[Blog - 04/19/2013 - 02:17]
Wow, a ton of great ...
Wow, a ton of great comments and thoughts, everyone Thanks for getting into it. r n r nA few comments. r n r n@Tom: I agree the resulting mechanics in the quake series do create a whole additional level of depth, which essentially ends up making such titles a sport ...
[Blog - 11/19/2012 - 08:51]
Thanks so much r n ...
Thanks so much r n r nI totally agree with the importance of social interaction to making a board game work. The game I continually turn to is Cash 'N Guns, an awesome game revolving around pointing foam guns at each other. The turns are simultaneous, there are only 8 ...
[Blog - 04/17/2012 - 09:56]
The game was complete , ...
The game was complete , it was just lacking an extra layer of content. But iOS development encourages a system of updates to carry each game further. The actual gameplay changed in only two ways: medkits work differently and the difficulty curve was tweaked. r n r nMy plan had ...
[Blog - 02/21/2012 - 03:55]
Thanks for the thoughts. I ...
Thanks for the thoughts. I wouldn't dismiss you as a nut, but I would switch your placement of quotations. I am making, by a monetary definition, a free game. You could argue it isn't free because there's a cost to experience it, and that cost is dealing with advertisements. When ...
[Blog - 12/03/2011 - 11:57]
Thanks for all the thoughts, ...
Thanks for all the thoughts, folks. I should say that I probably exaggerated the difference in preference a bit. People that try the game often like it, many of them even without asking about more control. They just say it's really hard. My goal was to be unique, to create ...