Gamasutra - Blogs /blogs/ Lewis Pulsipher's Blogs Wed, 01 Jul 2015 11:42:44 EDT en-us scarless@think-services.com (Simon Carless) Video (screencast): The Many Meanings of “Theme” - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150629/247221/Video_screencast_The_Many_Meanings_of_Theme.php Design I don’t use the word “theme” any more, because there are so many different meanings. These meanings are not even close to the same things. If you cannot know how your reader/listener understands a word, you can’t use it (if you want to be clear). http://www.gamasutra.com/blogs/LewisPulsipher/20150629/247221/Video_screencast_The_Many_Meanings_of_Theme.php Mon, 29 Jun 2015 01:49:00 EDT Video (screencast): The Futility of Striving for a "Great Idea" or "Great Innovation" - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150504/242575/Video_screencast_The_Futility_of_Striving_for_a_quotGreat_Ideaquot_or_quotGreat_Innovationquot.php Design Look at the history of games (both video and tabletop) and you'll realize that "great innovations" games are very rare. Moreover, it's unlikely that the designers were deliberately looking for "great innovation," it just happened. Just make good games. http://www.gamasutra.com/blogs/LewisPulsipher/20150504/242575/Video_screencast_The_Futility_of_Striving_for_a_quotGreat_Ideaquot_or_quotGreat_Innovationquot.php Mon, 04 May 2015 01:51:00 EDT Video (screencast): Games, Puzzles, "Contests" - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150420/241459/Video_screencast_Games_Puzzles_quotContestsquot.php Design The big difference in game design is between games with human opposition, and games without – two or more players versus one player. I briefly discuss the difference between games, puzzles, and "contests". http://www.gamasutra.com/blogs/LewisPulsipher/20150420/241459/Video_screencast_Games_Puzzles_quotContestsquot.php Mon, 20 Apr 2015 01:22:00 EDT Gameplay Depth versus Variety - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games). http://www.gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Mon, 30 Mar 2015 01:30:00 EDT Video (screencast) 10 “Need to Knows” that Make a (Hobbiest) Game Good - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150309/238276/Video_screencast_10_Need_to_Knows_that_Make_a_Hobbiest_Game_Good.php Design What makes for a good game? In this two-part screencast I discuss elements that help make any game for hobbiests ( as opposed to a party or family game) a good game. It's a summary, not grondbreaking, of course. http://www.gamasutra.com/blogs/LewisPulsipher/20150309/238276/Video_screencast_10_Need_to_Knows_that_Make_a_Hobbiest_Game_Good.php Mon, 09 Mar 2015 06:48:00 EDT Characteristics of Boards - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150126/235016/Characteristics_of_Boards.php Design,Console/PC,Indie,Smartphone/Tablet While we usually think of boards in conjunction with boardgames, many video games also use the equivalent of boards, "fields of maneuver". This is a discussion of options. http://www.gamasutra.com/blogs/LewisPulsipher/20150126/235016/Characteristics_of_Boards.php Mon, 26 Jan 2015 03:41:00 EST