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November 22, 2009
 
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Blogs

Reid Kimball's Comments

Comment In: Ideas I Did Not Own [Blog - 10/28/2009 - 04:53]

Nice Ted Agree that it's ...

Nice Ted Agree that it's best to enjoy the fact that you had an idea that someone else thought was good enough to turn into a game. Being first is overrated. If someone releases a game based on a concept you had thought of, be thankful They just saved you ...

Comment In: Repetition: Not That Bad After All [Blog - 10/12/2009 - 11:18]

I think if narrative in ...

I think if narrative in games will evolve it will happen when designers aren't afraid to rule out repetition. I've touched on that in my older blog articles. Designing a game around repetitive gameplay limits the broad spectrum of experiences one can have in a game.

Comment In: Could we have "Fair Trade" games? [Blog - 09/23/2009 - 05:59]

Tim, if the team crunched ...

Tim, if the team crunched for more than 6 months, they lose the fair trade label. sounds like a great idea.

Comment In: Life, Addictive Game Mechanics, And The Truth Hiding In Bejeweled [Blog - 09/16/2009 - 09:31]

Really enjoyed this Erin. Any ...

Really enjoyed this Erin. Any action can be addicting for people when it calms them or pleasures them, so games certainly fit that. I wrote about the benefits of purposely designing games that aren't addicting here: http://gamasutra.com/blogs/ReidKimball/20090817/2756/Breaking the Vicious Cycle.php Using games as a mirror has great potential. But one ...

Comment In: Opinion: Are Games Too Much Like Work? [News - 09/04/2009 - 05:14]

People need to remember this ...

People need to remember this line from Lewis' article: However, I m not suggesting that we need to abandon the challenge basis of games, I m just looking for ways to let those who don t like work to participate in such games. His suggestions if implemented properly can be ...

Comment In: Listening - The Lost Design Skill [Blog - 08/21/2009 - 12:15]

Tim and Timothy, I get ...

Tim and Timothy, I get what both of you are saying I think. What both of you say is needed. 1st, a lead designer must communicate their vision and try to inspire others to buy into. THEN, once everyone understands the vision, the designer opens their ears and listens for ...

Comment In: Opinion: The Complex Question [News - 08/21/2009 - 05:24]

http://en.wikipedia.org/wiki/Empire 2006 novel Video game ...

http://en.wikipedia.org/wiki/Empire 2006 novel Video game - interesting find James.

Comment In: Analysis: Would You Kindly? BioShock And Free Will [News - 08/18/2009 - 04:50]

How can narrative designers know ...

How can narrative designers know if this will work or not It completely failed for me, like Aaron I felt really annoyed with the obvious designer designed tasks throughout the game and when the big reveal happened that Atlas was controlling my mind I smacked my head, not in awe ...

Comment In: Breaking the Vicious Cycle [Blog - 08/17/2009 - 11:00]

Thanks everyone for your comments. ...

Thanks everyone for your comments. BN - Maybe I'll explain my views later. Maybe not. In crunch hell.

Comment In: Vision vs. Passion [Blog - 08/17/2009 - 12:11]

Quick response to Ian, passion ...

Quick response to Ian, passion may make the game, but without vision it will break the bank. It's incredibly expensive to develop without vision and unfortunately it happens too often.

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