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Shay Pierce's Expert Blogs
Why Connectrode costs $.99 (...and why it shouldn't have to)  |
| Posted by Shay Pierce on Wed, 06 Jul 2011 08:23:00 EDT in
Business/Marketing,
Smartphone/Tablet
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| We're not just eroding prices, we're eroding the public perception of the value of what we do. |
| Read More... | 16 Comments |
Towards a Rule-Based Game Engine  |
| Posted by Shay Pierce on Tue, 21 Jun 2011 02:52:00 EDT in
Design,
Programming,
Console/PC,
Serious,
Indie,
Social/Online,
Smartphone/Tablet
|
| Half-baked ideas on a topic I'm a bit obsessed with: creating a game engine that accurately models Rules and their fundamental role in gameplay... possibly creating a workflow in which Designers could implement games without the need for programmers. |
| Read More... | 16 Comments |
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FlxTweaks, and Rapid Iteration in Your Gameplay AND Workday |
| Posted by Shay Pierce on Mon, 06 Dec 2010 10:35:00 EST in
Design
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| I just added a new feature to the Flixel engine allowing for rapid iteration of game "tweaks." I thought I'd use this as a chance to talk about the importance of rapid iteration in game development workflow AND within your gameplay experience! |
| Read More... | 2 Comments |
Games Can Create Empathy... So Why Don't They?  |
| Posted by Shay Pierce on Sat, 03 Jul 2010 10:01:00 EDT in
Design
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| Yes, it's inspired by Roger Ebert's latest rant. But he had one good point, which I'd like to elaborate on: can games be used to create empathy? |
| Read More... | 28 Comments |
In Defense of Major Setbacks  |
| Posted by Shay Pierce on Tue, 01 Jun 2010 01:44:00 EDT in
Design
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| "...Bizarrely enough, we humans would PAY these machines to crush us: we would insert coin after coin into the machine, and - in a dramatic proof of humanity's masochism - the more the machine punished us, the more we would feed it coins!" |
| Read More... | 6 Comments |
Game-ifying Google Reader, And Also Everything  |
| Posted by Shay Pierce on Thu, 08 Apr 2010 11:38:00 EDT in
Design
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| I just discovered “Google Reader Play.” - an interesting way of taking your Google Reader behavior and “game-ifying it”, i.e. using the reward structures and idioms of gaming to make an activity more fun and encourage certain types of behavior. |
| Read More... | 3 Comments |
Story-Generating Games  |
| Posted by Shay Pierce on Fri, 19 Mar 2010 06:34:00 EDT in
Design
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| I've noticed a "meta-genre" of games: Story-Generating Games, including Dwarf Fortress and Left 4 Dead. I look at the games that succeed and this and why, and ask whether this is the real solution to the conflict between gameplay and narrative. |
| Read More... | 10 Comments |
There's Cheese in Your Game!  |
| Posted by Shay Pierce on Thu, 18 Feb 2010 07:14:00 EST in
Design
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| How to solve the problem of players loitering around, brooding on your gargoyles and refusing to have any fun! |
| Read More... | 7 Comments |
Levels Vs. Stickiness, Or: How WoW Can Be Beaten  |
| Posted by Shay Pierce on Mon, 01 Feb 2010 01:30:00 EST in
Design
|
| Once upon a time there was a gamer named Shay, who had a wife named Laura... |
| Read More... | 18 Comments |
"Stickiness" in Games, or: Why you can't beat WoW  |
| Posted by Shay Pierce on Sat, 30 Jan 2010 05:56:00 EST in
Design
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| Game designers have a term that I think is about to see a lot more use than it ever has before. The term is "stickiness"; and what it describes isn't nearly as gross as you might be thinking. |
| Read More... | 9 Comments |
[Previous Shay Pierce Blogs]
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