Kevin Gliner's Blog
I've been making games professionally since 1991. I've built four videogame startups in addition to managing studios at Activision and Maxis. I've worked with over 30 companies in the space, ranging from the small (Play Studios) to large (Microsoft), developing third party titles or just consulting on business and design issues. I've also personally designed over 15 titles for pc, console, web and mobile platforms and managed dozens more.
I was one of the founding directors of the IGDA and sat on the advisory board for the Austin Game Conference.
Various writing on the subject of game design, startups and the industry in general can be found on my blog Point Line Square
There are only two parts of the content value chain you cannot remove: the content creator and content consumer.
Emergence lets us use the underlying mechanics of the game itself to drive discovery, increase player life expectancy, and reduce development expense.
Making greater use of emergence in games is a non-trivial problem in terms of execution. Developers face a few challenges if they go down this path.
The more emergent a game gets, the more it benefits from shortening the build-try-fail loop.
Games compete for attention with other games, other media and interruptions from friends, family and work. To address this problem we have to start at the bottom: with the game's underlying mechanics.
Mid-core games, the industry's latest trend, fails to address the attention and engagement issues associated with casual and hardcore games.
Kevin Gliner's Comments
[Blog - 02/14/2014 - 12:30]
Hey Bart, glad you liked ...
Hey Bart, glad you liked the series. And thanks for the great comments. Here 's my take: r n r n1. If, as a player, you understand the parts of the system you do have a rough expectation of outcome even if it s a bit fuzzy. And for the ...
[Blog - 02/06/2014 - 07:51]
To the extent skill reduces ...
To the extent skill reduces the number of fails, it probably builds more tolerance for longer build and try phases. Not that you 'd want to make those phases longer, particularly in zero sum pvp situations.
[Blog - 02/09/2014 - 11:02]
Yes, agreed, although there 's ...
Yes, agreed, although there 's really two different problems. The first is one of differentiation per Meier . The second problem, particularly as a system becomes more emergent, is that there may indeed be plenty of interesting choices -- they 're just impossible to find because they 're completely overwhelmed ...
[Blog - 03/19/2013 - 12:57]
I didn 't play Diablo ...
I didn 't play Diablo 3, but the way levels were procedurally generated in the first two games present a good example of more output doesn 't mean more choice . Sure, they were different every time, but they rarely had any meaningful impact on play. Technically emergent, but not ...
[Blog - 03/07/2013 - 03:35]
JohnnyB: Single price points vs. ...
JohnnyB: Single price points vs. f2p is analogous to targeting a single level of engagement in a game. Single price points work, they 're just not as effective. Likewise, mid-core games along with casual and hardcore games are built with a very narrow range of engagement in mind. That can ...