The Steam Scare  |
| Posted by Taekwan Kim on Wed, 13 Jul 2011 08:55:00 EDT in
Business
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| Or, holy crud there goes $1.3k worth of my games! |
| Read More... | 22 Comments |
Thinking About Elizabeth: Part 2  |
| Posted by Taekwan Kim on Wed, 20 Apr 2011 04:59:00 EDT in
Game Design
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| Continuing the discussion on how we might design gameplay with AI companions to be as engaging as multiplayer co-op |
| Read More... | 0 Comments |
Thinking About Elizabeth: Part 1  |
| Posted by Taekwan Kim on Wed, 13 Apr 2011 01:12:00 EDT in
Game Design
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| Thoughts on achieving the feel of multiplayer co-op with a fully AI controlled companion |
| Read More... | 15 Comments |
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Agency Dissonance in Dragon Age 2 |
| Posted by Taekwan Kim on Wed, 06 Apr 2011 08:49:00 EDT in
Game Design
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| Thoughts on how Dragon Age 2’s narration might have been different |
| Read More... | 5 Comments |
Of Headshots and Player Agency: Epilogue  |
| Posted by Taekwan Kim on Tue, 01 Mar 2011 07:15:00 EST in
Game Design
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| On the difference between moral difficulty and moral ambiguity. |
| Read More... | 2 Comments |
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Of Headshots and Player Agency: Part 2 |
| Posted by Taekwan Kim on Tue, 22 Feb 2011 09:47:00 EST in
Game Design
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| How can we introduce moral directionality without breaking player agency? |
| Read More... | 4 Comments |
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Of Headshots and Player Agency: Part 1 |
| Posted by Taekwan Kim on Fri, 18 Feb 2011 11:06:00 EST in
Game Design
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| Why does pulling the trigger often seem the only choice in games? |
| Read More... | 3 Comments |
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The User is the Message |
| Posted by Taekwan Kim on Fri, 15 Oct 2010 09:09:00 EDT in
Game Design
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| Examining ludic immersion as an experience separate and different from narrative/aesthetic immersion |
| Read More... | 6 Comments |
Validation Theory  |
| Posted by Taekwan Kim on Wed, 09 Jun 2010 05:37:00 EDT in
Game Design
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| Defining rewards, punishments, and flow in terms of validation |
| Read More... | 19 Comments |
Narrative Replayability  |
| Posted by Taekwan Kim on Wed, 10 Feb 2010 08:37:00 EST in
Game Design
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| Some thoughts on creating greater narrative replayability by increasing the ludic depth of narrational navigation |
| Read More... | 5 Comments |