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Game Design Research

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GameDiscovery.com : Game Ideas : Video Game Design : Game Development and Programming. Game Classification : The online classification of videogames. Clues for a General Game Design Methodology. Nowadays, there is a big tendency to make configurable games. Games are increasly modular and extendable in order to stretch out the lifespan of the game itself (remember for how long people still played Doom or Quake?). Some examples are on First Person Shooters (Quake II, Unreal, Half-Life, ...), Wargames (Myth II, WarCraft 2, StarCraft, ...), MUDs (LPMUDs, ...) and even Board Games (Zillions of Games). This is logical, because many people found out that they do not only want to play the game, they also want to change it!

Making new levels, new monsters, new weapons... So, in recent years, games are shipped with editors that customize a lot of stuff. A new trend are scripting languages. The LPC language customizes an entire environment for a MUD. UnrealScript is the scripting language of Unreal, with it, it's possible to modify and extend Unreal to a very high degree. "To achieve goals and themes. " I think the main point is to give you some ideas! Welcome to DiGRA — Digital Games Research Association (DiGRA) Game Research - The art, business, and science of video games » Home.

Issue 1102, 2011. Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional alternatives. It also distinguishes between mere emotion and artistic expression, providing a response to those who assert games cannot be aesthetic. [more] Optimizing Play: How Theorycraft Changes Gameplay and Design by Christopher A. Analyzing the role of theorycraft in optimizing play, this essay argues that theorycraft demonstrates a distinct approach of how to 'play' World of Warcraft, uniting game studies research that focuses on procedural rhetoric and paratexts, while expanding the role of rhetoric for the analysis of games. Bishōjo Games: ‘Techno-Intimacy’ and the Virtually Human in Japan by Patrick W. This paper offers an in-depth analysis of bishōjo games.

The Leisure of Serious Games: A Dialogue What is Love?