Craig Ellsworth's Blog
I'm a game designer that focuses on convergence - the convergence between mechanics, level design, and story; and the convergance between casual and hardcore gaming.
I write my own blog at http://scattergamed.blogspot.com/ and I'm always working on game projects, from flash games to card games. I also has a portfolio website, at http://craigellsworth.com/
I'm currently looking for industry work, be it level design, writing, concepts, or even technical work, in either casual or core gaming, so if you like what you see, feel free to contact me at email@example.com
You can also follow me on Twitter, https://twitter.com/CraigEllsworth
In an MMO, the player is usually supposed to feel like a unique hero. The simple act of creating a new character can often destroy this illusion. This can be fixed by randomizing starting locations and adding dynamic difficulty adjustment for balance.
Is there a way for a bigger company to use the same business model as the ultra-small indie Bay 12 Games (Dwarf Fortress devs)? Can games be lifelong development endeavors, or does the nature of large companies make such a concept economical impossible?
Games tell traditional stories like other media, but they also uniquely let players create their own stories. How do we effectively combine these two forms of story to allow for the most effective game story experience?
What will games on augmented reality glasses be like? What genres will stay, which won't work, and what new genres need to be invented?
If an IP wants to cross media (making movies, videogames, etc.), it is more than welcome to do so. However, copying the story from one to the other inevitably leads to trouble (and poor sales). Creating separate stories in the same universe fixes this.
Explores the strengths and weakness of the three types of protagonists found in games, starting with the Traditional Protagonist (found in traditional stories), then moving to the Blank Slate and the Customizable Protagonist (both invented for games).
Craig Ellsworth's Comments
[Blog - 10/02/2013 - 04:20]
The other aspect of dynamic ...
The other aspect of dynamic difficulty adjustment that you 're missing is that you can also show players different monster models. If you recall America 's Army, for instance, two teams of players go against each other. To the player on Team A, he and his teammates are American, and ...
[Blog - 09/25/2012 - 02:11]
I remember AR Quake. It ...
I remember AR Quake. It was, of course, very early tech so it wasn 't terribly accurate, but I remember that being one of the biggest selling points to me for AR games. Unfortunately, I believe the game was limited to a courtyard or a similar specific locale , so ...
[Blog - 03/02/2012 - 06:19]
Manhunter: San Francisco, the second ...
Manhunter: San Francisco, the second and last of a series I wish Sierra had continued, instead of dumping it in favor of its other franchises like King 's Quest, Space Quest, and Police Quest. This would have made a much better Police Quest. r n r nAnyway, on Day 1, ...
[Blog - 02/22/2012 - 02:07]
In my experience, the moral ...
In my experience, the moral line is very clear: is the death/gore real, or fake I have no trouble mowing down millions of photo-realistic people in a game, but if someone loses a tip of a finger in real life, I have to resist the urge to puke. Even when ...
[Blog - 02/15/2012 - 01:41]
I think much of it ...
I think much of it boils down to the fact that controllers were created first to cater to one specific game in an arcade cabinet Pong, etc. , and when home consoles came out, the controllers emulated what was in arcades. When cartridge-based consoles came out, they had to address ...
[Blog - 02/14/2012 - 01:02]
Absolutely calling it an MSOG ...
Absolutely calling it an MSOG was more of a catchy title than anything it really was more simply ways to offer solo-friendly content and options, which in turn should improve the experience for everyone.