Let us keep the black art of game design black. Instead of art, which is
A players input provides a rich economy.
Attrition rates and the decay of immersion.
Macrocosmic Play for Microcosmic Players.
As the player traverses, what are they actually attaining.
Everything must be in rhythm.
[Feature - 03/30/2011 - 04:50]
If you have to invest ...
If you have to invest this much time into making ergonomic V-Pads, you should probably re-think your entire controls in the first place.
[Blog - 05/17/2010 - 07:09]
All systems are both marco ...
All systems are both marco and micro at the same time. They're fractal. A player is a complex macrocosm as it is just a tiny piece in a macrocosm. And yes features and plots are these as well. I am specifically talking about game design, but you can definitely incorporate ...
[Blog - 05/15/2010 - 02:09]
[Blog - 05/12/2010 - 06:46]
Why are you posting a ...
Why are you posting a blog if you don't know what a game is You could ask this on Yahoo Answers. You're thinking too much and you have game developer apartheid. Games are social, doesn't matter if it's two players or two million. It's single player games that are a ...
[Blog - 05/10/2010 - 07:55]
I've read this twice and ...
I've read this twice and I still can't figure out what you're talking about. Well... more why you're talking about it. Apples and oranges. The Moon vs. A Caterpillar Problem The moon is really grey, and a caterpillar is green. The Solution We dye the moon a little green, and ...
[Blog - 05/04/2010 - 03:44]
death is unavoidable. think of ...
death is unavoidable. think of it holistically removing a token from the board is death. it doesn't have to be violent. but it still implies the same feeling of winning. aesthetic death and violence is now a moot point.