ARCHIVE FOR THE ‘Design’ CATEGORY

The New Story-Time

Wednesday, November 12th, 2008
Author of this post: Molly Sauter | About Blog Authors »

A panic is fermenting among established men of letters.  “Video games will kill the narrative!” they say, and shut their eyes and ears against the perils of lions and tigers and video game writers, oh my!  Keep your eyes open, though, and you see the narrative art is in no mortal danger from pixels and d-pads.  But though predictions of narrative’s imminent demise are hysterical, they draw attention to an important point.  Video games suffer from an ignorance of traditional narrative form and tools.  Story lines are sloppy and weak, character development is non-existent, and I could go on.  Game narrative must have a central role in game design and writing; however, the art is still underdeveloped and its place in the medium still uncertain.

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What Every Indie Needs to Know

Monday, November 3rd, 2008
Author of this post: Andy Schatz | About Blog Authors »

Or otherwise titled, “Nine Things I Wish I Knew (Before I Went Indie and Made Two Hit Games).”

There was a day, four years ago, when I was not a media whore.

I’ve been indie for almost four years now.  As the sole full-time member of Pocketwatch Games, I tend to do a little bit of everything.  I regularly have to code in C++, PHP, HTML, TorqueScript, Javascript, and Actionscript.  I build games and social media with the Torque Game Engine, Flash, the Wordpress platform, and a PHPBB forum.  I am an Executive Producer, Lead Programmer, Art Director, Customer Support Specialist, Community Manager, Marketer, and Media Whore.

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User Interface Patterns for Games

Thursday, October 30th, 2008
Author of this post: Michael Stiso | About Blog Authors »

I can’t remember when I first heard of design patterns. It was several years ago, I’m sure, but my awareness of them was a somewhat gradual buildup, not unlike the sudden dawning that the boss is calling my name while I’ve been daydreaming during a meeting. Whenever it was, I came a bit late to the party, because UI design patterns made their debut into interaction design society about 10 years ago….

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Spore: A New Breed

Wednesday, September 10th, 2008
Author of this post: Shiraz Akmal | About Blog Authors »

This weekend, Electronic Arts Inc. released Spore, the next game from Will Wright, designer of SimCity and The Sims. EA is relying on the new game to reinvigorate its market-leader position and boost its revenue.  And while the company is projecting it will sell two million copies of Spore before the end of the year, not everyone thinks they can do it. Regardless of how sales turn out, Spore will revolutionize the way we think of gaming. The industry is becoming more user-driven and there is no turning back.

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How Can We Make People Play Less?: Ethics of the MMORPG Designer

Monday, September 8th, 2008
Author of this post: Ciro Continisio | About Blog Authors »

There are a lot of “Massively Multiplayer Online Role-Playing Games” (MMORPGs) on the market. They are games whose center focus is the leveling of the player’s character. Almost everything in the game is built to provide experience points or items that allow leveling, thus giving access to new content, whether it be dungeons, challenges, or cities to explore. This new content is built so it will provide experience so players can level up, and move on.

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Ken Levine Keynote at PAX

Wednesday, September 3rd, 2008
Author of this post: Nic Berry | About Blog Authors »

In 1977, kids were listening to Rush, smoking cigarettes and a few of the lucky ones had even gotten to second base with the girls, all of which left Bioshock creator Ken Levine wondering “where am I at this point?” Well last week thousands knew exactly where he was as we gathered for his opening keynote speech at PAX 08 offering us a peek at his inner-nerd and a few lessons on coming to terms with our own.
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Mad World Is Nothing New

Friday, August 22nd, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

As game designers, we need to ask ourselves how far we should go. The Wii is a whole new playing field for experimenting with forms of game play. And right now, the news is abuzz with the upcoming release of Mad World for its violence in physically enacting attacks with the Wiimote. I’d like to remind everyone that this is nothing new–other games such as Manhunt 2 and Red Steel experimented with this play awhile ago. Of them all, Man Hunt 2 is the most overtly violent.
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Fanboys, Competers, Escapists and Time-killers: What Kind of Gamer Are You?

Wednesday, August 13th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

It’s not just about hardcore versus casual (and not to be confused about people getting hardcore about casual games). Researchers at Ghent University* responded to the latest generation of game technology (mmm, Nintendo Wii) by coming up with new labels for gamers based on player motivation. In the end, all of this research is to help game developers design games for different kinds of players.

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Trying to Build a Franchise

Wednesday, July 16th, 2008
Author of this post: Greg Trefry | About Blog Authors »

jojos4.jpgOr “A new season, a new mechanic for Jojo’s Fashion Show.”

Success is scary. When we finished making Jojo’s Fashion Show last November and prepared it for release on iWin.com and Gamelab.com I felt we had made a great casual game, one that we really loved playing. But I also knew we had a slightly unusual game. The game eschewed color and pattern matching in favor of a more obtuse system based on clothing attributes and keywords. The system allowed the player to be clever and creative in the clothing items they picked out. But it was also rather hazy. You could make some truly odd outfits and still score reams of points. I was worried players would be confused by the mildly objective nature of the judging.
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Dual Identity: Being an Artist and Writer

Monday, July 14th, 2008
Author of this post: Abby Goldsmith | About Blog Authors »

abby.jpgI consider myself both an artist and a writer. Sometimes I’ll say I’m a writer first and an artist second; sometimes it’s the other way around. My career is art and my full-time hobby is writing.

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Mittens Faithful
September 17th, 2008
People Look lively
 
 
Spore: A New Breed
September 10th, 2008
Inspiration Design
 
 
 
 
 
Believe It or Not
August 25th, 2008
People AJ & Art
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Art?
July 7th, 2008
Inspiration Art