| Defining "Hard Core" and "Casual"? |
| Posted by Lewis Pulsipher on 11/06/09 11:39:00 am
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Game Design
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| In class we spent some time trying to differentiate between “Hard Core” and “Casual” video game players. This usually results in a fairly good list, but it’s likely more can be added to it. I’ve decided to post it to see what experienced people think. |  |
| Read More... | 10 Comments |
Comparative Ludology: A Case Study Using The Sims and Total War  |
| Posted by Taekwan Kim on 11/05/09 11:01:00 pm
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Game Design
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| A look at the shared game mechanics between The Sims and the Total War series of games |  |
| Read More... | 0 Comments |
Opinion: Create a Real PSA Against Online Hate Speech  |
| Posted by Reid Kimball on 11/04/09 04:00:00 pm
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Game Design
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| Reid Bryant Kimball urges developers to create real, sincere and genuine PSA's reminding people that hate speech is not cool and is not tolerated in online gaming experiences. |  |
| Read More... | 53 Comments |
The Conundrum of the Multiplayer Mindshare  |
| Posted by Nick Halme on 11/04/09 03:33:00 pm
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Game Design
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| The pulsing, constantly dividing organism that is the multiplayer gaming community can only split its attention so much. Why do multiplayer games get made when they will predictably fail to grab part of that organism? |  |
| Read More... | 6 Comments |
| An Interview With PixelJunk's Dylan Cuthbert |
| Posted by Chris Bateman on 11/03/09 02:05:00 pm
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Game Design
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| Game designer Chris Bateman interviews Dylan Cuthbert of Q-Games, the company behind the PixelJunk games. |  |
| Read More... | 1 Comment |
"Enough Already!" - The Paradox of Choice  |
| Posted by David Wesley on 11/03/09 12:58:00 pm
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Game Design
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| A paradox of choice happens when customers become overwhelmed by options and then decide to avoid the entire product category. |  |
| Read More... | 4 Comments |