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Plagiarism is defined in dictionaries as the "wrongful appropriation," "close imitation," or "purloining and publication" of another author's "language, thoughts, ideas, or expressions," and the representation of them as one's own original work, but the notion remains problematic with nebulous boundaries. The modern concept of plagiarism as immoral and originality as an ideal emerged in Europe only in the 18th century, particularly with the Romantic movement, while in the previous centuries authors and artists were encouraged to "copy the masters as closely as possible" and avoid "unnecessary invention. The 18th century new morals have been institutionalized and enforced prominently in the sectors of academia and journalism, where plagiarism is now considered academic dishonesty and a breach of journalistic ethics, subject to sanctions like expulsion and other severe career damage... If you follow these patterns, you are likely a plagiarist.
Lost Garden
Player input is not part of a game’s ongoing discourse until it has been processed and given back through audio-visual or tactile output. In that sense, a player is bound to the narration of his own actions by the game discourse. Only when his decisions are given back to him can he articulate these, and make sense of them in the context of the rest of the game universe that is being narrated to him. Based on this understanding of the relation between the player’s activity and the game’s discourse, we may distinguish between two concurrent time frames during gameplay: 1) On one hand, we have the discourse time of the game, that is, the pace and order in which the game narrates the events that take place in the game world.
The Ludosphere
Что заставляет игроков переигрывать игры по несколько раз | Хитри - блог о хитростях разработки флэш-игр, игровых баннеров и флэш-анимации
Недавно меня спросили: “Есть ли у меня забавные игрушки с высокой реиграбельностью?” Немного подумав, я понял, что почти ничего не знаю о том, как сделать игру, в которую игроки будут возвращаться снова и снова. Следующие несколько недель я рыскал по интернету в поисках всего по заданной теме. Полученная информация вылилась в доклад для GameDevSat в Днепропетровске, который проходил 24.09.11. Итак, почему же люди переигрывают одни и те же игры по несколько раз?Bitmob.com
Fun in Games — Otherwise yer doin' it wrong!
+ New .COMs $7.99/yr plus 18 cents/yr ICANN fee. Discount based on new one-year registration prices as of 1/27/2012 with sale price reflected in your shopping cart at checkout. Discount applies to new registrations and renewals and cannot be used in conjunction with any other offer or promotion. Domains purchased through this offer will renew at regular price after the initial term has expired.Mana Obscura | Tales of Magic from Strange Worlds
This week we are examining a book, and not just any book as it’s written by Hugo winning author Greg Bear. We are both massive fans of his earlier works so surely we will both like a more recent book? There’s one tiny flaw, and that’s the fact that this book is a Halo tie … View full post Saturday (tomorrow, or in the past depending on when you read this) We will have been at this podcasting lark for four years, and it’s time for a change.
How to Murder Time » Podcasters without portfolio
Raging Monkey's
Most traditional MMORPGs with a classic race palette feature them - just as much as they struggle with them, too: short folk. Put in to create racial and character diversity which is usually lacking in customization menus (you cannot create seriously short characters yourself), many MMOs still fall horribly short (!) with their portrayal of short races. In fact, heavy cliches will often overpower the whole purpose behind racial diversity, completely.Game By Night
Hi guys and gals and those who are undecided! Welcome back to my little slice of perfection in an article….tribute. (Any Tenacious D fans?)
Sheep The Diamond
In this article, game designer Matt Forbeck gives advice on how to get started on a crowdfunding project. Crowdfunding is taking independent creatives by storm these days. People of all sorts are taking to the web, standing on a virtual street corner, and turning over a hat into which passerby can toss their hard-earned credit.
Game Design Aspect of the Month
Theory and Principles of Game Design
The holy grail of narrative game design is a game with a carefully constructed narrative that players can influence to the same degree as their real lives. The goal is to have stories that are every bit as engaging as traditional narratives but created in such a way as to enable a rich variety of player experiences. For games in which content is written primarily by human beings, creating such flexible narratives is almost certainly impossible given the number of potential choices for the player -- far too many for any author to account for. On the other hand, for games in which content might be generated dynamically with the aid of computer algorithms, current Artificial Intelligence approaches aren't advanced enough to produce engaging narratives.Raymond Smullyan is an American mathematician and puzzle designer who will turn 93 in a few months. I would call him the greatest puzzle designer of all time, but that implies that there are lots of people who do what he does and he’s better than them, and that’s not quite right. What I mean to say is that Raymond Smullyan is the Marcel Duchamp of puzzles, he’s the Brian Eno of puzzles. His work is singular, transformative, genre-defining, in a class by itself. Smullyan creates logic puzzles.

