Tadhg Kelly's Blog
Tadhg is the creator of leading game design blog What Games Are.
In looking at how certain segments of the community react to Anita Sarkeesian and Zoe Quinn by accusing them of faking their attacks, I'm minded of birther, truther and other fringe movements that think they have a silent majority on their side.
Off the cuff thoughts on all we saw today.
This year I had the honor of giving one of the GDC Microtalks. My talk centered around thauma, the components of game design and the real questions of legitimacy that still trouble the videogame art form. You can read it here.
Looking back on 2013 and considering the theme of games you're not supposed to play in the classic sense.
I've come to regard Zynga's Mafia Wars as a milestone moment in game design. Here's why.
There's a difference between actually being a game designer, and the aspirational myth of the game designer as monk-artist-literature wunderkind. The former exists, but the latter is a figment of hope.
Tadhg Kelly's Comments
[Blog - 08/29/2017 - 09:20]
I find it fascinating that ...
I find it fascinating that this same problem keeps arising for social/mobile game makers. I wrote about it with regard to Zynga like... 8 years ago And yet so little has really changed. r n r nRef: https://www.gamasutra.com/blogs/TadhgKelly/20091218/86001/Zynga and the End of the Beginning.php
[Blog - 03/31/2017 - 09:17]
Fee Fie Fo Fum, I ...
Fee Fie Fo Fum, I smell the blood of the false binary of analyzing games on a fun vs story axis.
[Blog - 12/01/2016 - 11:49]
There are arguments for and ...
There are arguments for and against this sort of approach, and they break down as follows: r n r nFor: r n- Less waste r n- Clearer target r n- Definable outputs r n r nAgainst: r n- the market rarely stays still for long, so thinking this way often ...
[News - 09/16/2016 - 11:24]
I, by contrast, found it ...
I, by contrast, found it disappointing. There 's an idea in there somewhere trying to come out but it 's heavily obscured by a lot of forced gameplay particularly harvesting/economics and trying to make an artificial game out of UI and inventory systems that feels unsatisfying. Additionally the UI design ...
[News - 06/10/2016 - 06:44]
It 's a good thing. ...
It 's a good thing. Upgrading on regular cycles is something that many other formats from PC to DS to iPhone have been doing and it doesn 't cause that much grief. Contrast this with the console business where devs are always among the most resistant to change, but work ...
[News - 03/03/2016 - 06:23]
The industry has been consistently ...
The industry has been consistently stupid about this for as long as I 've worked in it. Fundamentally studios have two very different kinds of employment requirement, one for long-term staff like core engineering, and the other for short-term staff like production. And yet it consistently tries to use the ...