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Blogs

Ron Newcomb's Member Blogs

Just Added! Interactive Fiction Freeplay Room at PAX
Posted by Ron Newcomb on Sat, 28 Aug 2010 07:10:00 EDT in
PAX badge not cover all three days? Want to try something a little different after-hours? OK, how about free snacks? Visit the Seattle Interactive Fiction Group's freeplay room, in the Sheraton hotel.
Read More... | 1 Comments

Irony Trumps Satire: Ian Bogost's Cow Clicker  Featured Blogs
Posted by Ron Newcomb on Sat, 14 Aug 2010 01:36:00 EDT in Game Design
A videogame satire goes awry, revealing...
Read More... | 7 Comments

Induced Human Behaviors as a Litmus Test for Simulations  Featured Blogs
Posted by Ron Newcomb on Sun, 01 Aug 2010 08:23:00 EDT in Game Design, Programming
Ensuring a correct simulation requires more than checking your math. Try checking your players' behavior.
Read More... | 1 Comments

Four More Tasks for the Paragraph  Featured Blogs
Posted by Ron Newcomb on Sun, 24 Jan 2010 11:19:00 EST in Game Design
Writers know that paragraphs have jobs to do -- develop characters, reinforce theme, etc. But for interactive environments, are there more?
Read More... | 0 Comments

A Role for Could, Would, and Should in Game Input  Featured Blogs
Posted by Ron Newcomb on Fri, 06 Nov 2009 05:06:00 EST in Game Design
Games controlled by a language interface -- interactive fiction, "Maniac Mansion", "Shadowgate" and many other adventure games -- traditionally choose imperatives as the only form of input. But this is button-centric thinking.
Read More... | 6 Comments

Gameplay Rules Must Feed Plot Devices  Featured Blogs
Posted by Ron Newcomb on Sun, 25 Oct 2009 08:34:00 EDT in Game Design, Programming
Ruleset design doesn't end with gameplay. Without certain needs met, some techniques of interactive plot become very difficult. Case in point: integrating psionics with the second edition of Dungeons and Dragons.
Read More... | 7 Comments

Sequels Are Better. For Now.   Featured Blogs
Posted by Ron Newcomb on Sat, 26 Sep 2009 06:25:00 EDT in Game Design, Programming, Production
Technological constraints temporarily defined a "gamer" to mean a solitary individual, in defiance of the traditional norm. In the same fashion, another unique characteristic of the videogame medium, "sequels are better", is destined to fall.
Read More... | 3 Comments

Usage of the Rules of Fiction Versus That of Games  Featured Blogs
Posted by Ron Newcomb on Mon, 21 Sep 2009 12:13:00 EDT in Game Design
An understanding of how the rules of gameplay differ from the rules of narrative -- and acknowledging that the latter exists -- may help us close the disconnect between the two.
Read More... | 3 Comments

PAX09 Special Report: A Console Love-in  Featured Blogs
Posted by Ron Newcomb on Fri, 11 Sep 2009 08:44:00 EDT in Audio, Game Design, Programming, Production, Visual Art
The Penny Arcade Expo was held last weekend in Seattle. What's a washed-up gamer with no reflexes do? Watch the gamers, and consider the past and future.
Read More... | 0 Comments

Interactive Interiority  Featured Blogs
Posted by Ron Newcomb on Sun, 24 May 2009 11:05:00 EDT in Game Design
Videogames claim to be "the" interactive medium. But there's a untapped form of interactivity only its sibling could do.
Read More... | 5 Comments

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