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Started gaming during the Colecovision & Commodore 64 era.
Stopped gaming about halfway through the PS2 generation.
Am currently active in the interactive fiction community.
Worked briefly in the game dev industry in 1998 in Los Angeles.
He can be reached at pscion (at) yahoo (dot) com.
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Member Blogs
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The Scene and the Planning Tree |
| Posted by Ron Newcomb on Tue, 13 Sep 2011 09:07:00 EDT in
Game Design,
Programming
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| There's a parallel between the planning tree of artificial intelligence and the scenes of narrative. |
| Read More... | 0 Comments |
Argument Maps for Unscripted Conversation  |
| Posted by Ron Newcomb on Tue, 30 Aug 2011 07:28:00 EDT in
Game Design,
Programming
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| To replace dialogue trees, we first need a way to represent the ideas in play during verbal conflict. |
| Read More... | 2 Comments |
Re-using Planning Trees for Interactive Dialogue  |
| Posted by Ron Newcomb on Tue, 19 Jul 2011 10:33:00 EDT in
Game Design,
Programming
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| Did you ever want to ask an NPC "why"? Or "how"? Or "could"? Here's a method for a creator to provide NPCs with answers without necessarily scripting everything beforehand. |
| Read More... | 0 Comments |
Before Action Videogames, There Was Pinball  |
| Posted by Ron Newcomb on Thu, 14 Jul 2011 09:43:00 EDT in
Game Design,
Serious
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| If board wargames are the predecessor of strategy videogames, so might pinball precede the action videogame. And so the rise and fall of pinball may foretell something for the action videogame.
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| Read More... | 3 Comments |
Dialogue Is The HUD  |
| Posted by Ron Newcomb on Fri, 21 Jan 2011 02:34:00 EST in
Game Design
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| In books, dialog is action. In games, dialog is exposition. For genres that lack the human element, here is news. |
| Read More... | 12 Comments |
Prose Generation Techniques for Small Platforms  |
| Posted by Ron Newcomb on Thu, 06 Jan 2011 09:02:00 EST in
Game Design,
Programming,
Social/Online,
Smartphone/Tablet
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| Adaptable story frequently finds limited prose generation useful. While substituting one MacGuffin or character for another is pretty straightforward, verb conjugation, pronoun choice, and subject-verb agreement can get hairy. Especially on a cell phone. |
| Read More... | 2 Comments |
[More Ron Newcomb Blogs]
Ron Newcomb's Comments
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Comment In: Engineering Achievement [Blog - 11/05/2010 - 07:51]
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Oh yes, I know this ... Oh yes, I know this feeling. : |
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Comment In: Opinion: An AI Curriculum [News - 07/18/2011 - 04:30]
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Hi Max, 90 Percent Of ... Hi Max, 90 Percent Of Game AI Is A Maybe if 90 of the games you make are spatial navigation. My most popular post at Gamasutra is how walking kills interactive narrative: http://www.gamasutra.com/blogs/RonNewcomb/20090329/965/Walking not Violence Kills Interactive Narrative.php And as a bonus round, I just posted an article about how ... |
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Comment In: MetaCritique: Metacritic graphs and more! [Blog - 07/14/2011 - 07:07]
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Tr s cool Although the ... Tr s cool Although the publishers' graph confused me, cause I know that 989 Studios released more than just Syphon Filter during the Metacritic years, Twisted Metal 3 and Rally Cross among them. RC might've been a 90 as well, but TM3 certainly wasn't, so that particular graph seems, well, ... |
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Comment In: Tonight the Stars Revolt - Notes on an Eve Scandal [Blog - 07/01/2011 - 02:42]
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I wonder if CCP shouldn't ... I wonder if CCP shouldn't just outsource the selling of novelty items et al for real money to their own players. As in, a player of EVE could aspire to be a real-world reseller of in-game digital stuff. Say, if you want a monocle, you a player doesn't buy it ... |
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Comment In: On Stories & Games: Point-Based Storytelling, Implied Narrative & How Interactive Stories Work [Blog - 01/17/2011 - 07:31]
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I disagree with the post ... I disagree with the post as well. Who was the writer who, in response to the maxim, A story is anything with a beginning, middle, and end, said, My weiner dog has a beginning, middle and end, but that doesn't make him a story. Granted, I've see the pointillist way ... |
[More Ron Newcomb Comments]
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