Gamasutra - Blogs Ron Newcomb's Blogs Sun, 20 Apr 2014 01:47:16 EDT en-us (Simon Carless) Bronies, Smashers and Others Battle for Boobs - by Ron Newcomb Serious Want to have your game as a star attraction at EVO, the world's biggest fighting game tournament? Beat Bronies and Smashers alike in a battle for the boobs. Cancer awareness, that is. Sat, 26 Jan 2013 03:43:00 EST The Scene and the Planning Tree - by Ron Newcomb Design,Programming There's a parallel between the planning tree of artificial intelligence and the scenes of narrative. Tue, 13 Sep 2011 09:07:00 EDT Argument Maps for Unscripted Conversation - by Ron Newcomb Design,Programming To replace dialogue trees, we first need a way to represent the ideas in play during verbal conflict. Tue, 30 Aug 2011 07:28:00 EDT Re-using Planning Trees for Interactive Dialogue - by Ron Newcomb Design,Programming Did you ever want to ask an NPC "why"? Or "how"? Or "could"? Here's a method for a creator to provide NPCs with answers without necessarily scripting everything beforehand. Tue, 19 Jul 2011 10:33:00 EDT Before Action Videogames, There Was Pinball - by Ron Newcomb Design,Serious If board wargames are the predecessor of strategy videogames, so might pinball precede the action videogame. And so the rise and fall of pinball may foretell something for the action videogame. Thu, 14 Jul 2011 09:43:00 EDT Dialogue Is The HUD - by Ron Newcomb Design In books, dialog is action. In games, dialog is exposition. For genres that lack the human element, here is news. Fri, 21 Jan 2011 02:34:00 EST