tony oakden's Blog
The first in what will probably be a very short series of articles debunking some of the popular gaming myths,
#1 Why the popular idea that giving games away for free and making money out of "added value" content is not the future for game monetization
The Rock Paper Scissors game design analogy and why most game designers are missing the point
A novel theory for why people enjoy playing games based on players need to take risks without the real world associated cost.
I've been thinking about the different phases in the design process I follow when designing games. I've got a novel handle on it. I think it's possible to think of each phase in the process as a person with a different personality.
tony oakden's Comments
[News - 02/11/2016 - 04:00]
Great article. It 's always ...
Great article. It 's always good to read something written by someone who is obviously passionate about their subject and has put some effort into research.
[News - 01/27/2016 - 04:02]
This is my favorite game ...
This is my favorite game of the last twelve months. extraordinarily clever, well written, produced, but most of all it is is fun to play. Which I find is unusual for these sorts of games.
[News - 07/01/2015 - 04:02]
[Blog - 11/24/2015 - 06:26]
[News - 10/29/2015 - 01:15]
[Blog - 09/08/2015 - 01:23]
Great article and thank you ...
Great article and thank you for being so honest. Unfortunately this pretty much matches my experience of indie development. I think the disparate between game difficulty and cute graphics probably was a problem though. I seem to remember Tim Schafer expressing a similar regret at the art style of Psychonauts ...