Gamasutra - Blogs Douglas Lynn's Blogs Thu, 24 Apr 2014 01:18:39 EDT en-us (Simon Carless) Your Players are Idiots (or: Press A to Jump!) - by Douglas Lynn Design,Art,Console/PC,Indie Designing a tutorial that isn't completely in people's faces is a lot more difficult than it seems, especially with a unique game concept. I've discovered just how easy it is to forget that while you, the developer, know your game, players don't. At all. Mon, 14 Apr 2014 05:34:00 EDT Yoshi has a Hammer: Exploring Style through Smash Bros. - by Douglas Lynn As I finally get around to rediscovering Super Smash Bros. Melee, I explore what I find to be the most fundamental difference between it and its successor - style - and how it can play a role in every aspect of a game's design. Mon, 22 Jul 2013 11:20:00 EDT The [Spiritual] Role of Design - by Douglas Lynn The development process is about taking a game concept and making it into a fully-functioning software system. It's surprisingly easy to forget in the process that a video game is more than just a piece of software – it's a piece of entertainment. Sat, 01 Jun 2013 10:04:00 EDT Lessons of Rapid Prototyping - by Douglas Lynn Living through a prtotyping course is like performing a game jam every week. There are lessons to be learned about games, but the most important of all is that designing a prototype is completely different from designing a game. Tue, 04 Dec 2012 11:27:00 EST What Is 'The Game Experience'? - by Douglas Lynn As game developers, we create games. But what else do we create? How can the overall concept of the "game experience" help us to define titles we might not normally refer to as games? Thu, 30 Aug 2012 02:32:00 EDT The Evolving Definition - by Douglas Lynn When a video game which doesn't quite fit the status quo is released, it's often accompanied by decrees of "Well, that's not really a game." But ultimately, do we really know what a game is? Tue, 19 Jun 2012 06:10:00 EDT