Why Aren’t There Games About [Blank]?  |
| Posted by Ben Serviss on 05/30/13 09:10:00 am
in
Design,
Indie
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| What do you do when no game addresses a topic you're passionate about? Simple: make it yourself. |  |
| Read More... | 12 Comments |
The Hero's World or the Worldly Hero  |
| Posted by Josh Bycer on 05/29/13 03:05:00 pm
in
Design
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| Storytelling in most video games is hero focused to the point that it upsets the narrative and presents a common trope of storytelling that we can examine. |  |
| Read More... | 4 Comments |
| The Stanley Parable Dev Showcase: Press |
| Posted by Davey Wreden on 05/29/13 01:14:00 pm
in
Design,
Serious
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| The Stanley Parable Helpful Development Showcase is an extremely insightful and informative look into what it takes to make a video game. This week: Writing to the press |  |
| Read More... | 0 Comments |
| Are we ready for next gen and do we want it? Updated for 2013 |
| Posted by Andrzej Marczewski on 05/29/13 10:43:00 am
in
Design,
Console/PC
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| This was written in May 2011. Exactly 2 years later, I have rediscovered it and added the latest generation of upcoming consoles. |  |
| Read More... | 0 Comments |
Nailing down storytelling terminology  |
| Posted by Thomas Grip on 05/28/13 08:13:00 am
in
Design
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| The current usage of words such as narrative, story and immersion in game design is quite messy. This blog post is an attempt at making the terms and definitions clearer and making communication about interactive storytelling easier and more useful. |  |
| Read More... | 6 Comments |
Making Better Hallways  |
| Posted by Travis Hoffstetter on 05/27/13 05:51:00 pm
in
Design
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| Hallways are a necessary evil in video games and more specifically level design. However, if done correctly, hallways can go from being a bland part of your level to one of the highlights. |  |
| Read More... | 7 Comments |
The Saturday Paper: Use NEW IDEA On GENRE  |
| Posted by Michael Cook on 05/27/13 07:49:00 am
in
Design,
Programming
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| A fortnightly blog post showing off a new or unusual bit of academic research about games. This week - a system that generates replayable adventure game puzzles using chains of cause and effect. |  |
| Read More... | 6 Comments |
The Procession of Progression in Game Design  |
| Posted by Josh Bycer on 05/23/13 11:10:00 am
in
Design
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| Progression in Game Design can be tracked between the player themselves and the game. In today's post I'm going to take analyze the two and their intended effects on game design. |  |
| Read More... | 1 Comment |
Letting the Player Find the Fun  |
| Posted by Ben Serviss on 05/23/13 09:15:00 am
in
Design,
Console/PC,
Indie
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| Are hand-holding tutorials holding games back? Starseed Pilgrim offers lessons in increasing player discoverability. |  |
| Read More... | 2 Comments |
Combat Analysis: Guacamelee  |
| Posted by Ben Ruiz on 05/22/13 07:02:00 pm
in
Design,
Indie
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| As a combat designer, I do a lot of meticulous and thorough analysis of other game's combat mechanics and systems. My most recent analysis was of Drinkbox Studio's Guacamelee on PS3 and Vita. |  |
| Read More... | 3 Comments |