Game Design Theory: Game Mechanics
What Games Are: The Win Imperative Editor’s note: Tadhg Kelly is a veteran game designer, creator of leading game design blog What Games Are and creative director of Jawfish Games.
What also annoyed me about the AI was how amazingly well they could shoot you from 50 yards away even though you barely tilted your head over some cover and/or, you're on a balcony or staircase and they're literally pinging you through the gaps in the balcony even though you can barely see anything through it, so you're already having to take cover before you could even get up to see over the balcony. The Problem With BioShock Infinite's Combat
The Weblog The Key to Depth: Simplicity In Gamasutra's latest feature , a postmortem of Gun Godz , Super Crate Box developer Vlambeer's first FPS, the developer explains its penchant for "minimalist game design."
Features - Behavioral Game Design Every computer game is designed around the same central element: the player. While the hardware and software for games may change, the psychology underlying how players learn and react to the game is a constant. The study of the mind has actually come up with quite a few findings that can inform game design, but most of these have been published in scientific journals and other esoteric formats inaccessible to designers. Ironically, many of these discoveries used simple computer games as tools to explore how people learn and act under different conditions. The techniques that I'll discuss in this article generally fall under the heading of behavioral psychology. Best known for the work done on animals in the field, behavioral psychology focuses on experiments and observable actions.
The lasagne theory of game design This is the first of a series of posts about lasagne.
[ In this robust masters thesis, Roger E. Pedersen examines how video games can subliminally influence a player's actions via subtle but influential design choices.] Can Game Mechanics Control And Influence The Player?
Narrative is not a game mechanic I love stories. My chief hobby is reading. I was formally trained as a writer, not as a game designer (there wasn’t really any formal training for game design I got started, but that’s another story). I think most game stories are not very good.
Steen verslaat schaar. Schaar verslaat papier. Papier verslaat steen. Deze verhouding is een fundamentele bouwsteen voor strategiespellen. Dit geldt al een lange tijd voor gesimuleerde veldslagen en bordspellen. Triangularities in vechtspellen: een perspectief – Bashers
Josh Bycer's Blog - Great Game Design Debate: MMO Leveling Edition [Continuing my thought process on MMOs, today's debate is on leveling up. Should a game require months of playing to reach the cap, or days? As always, there are pros and cons to both sides.] Two things that are synonymous with MMOs are leveling up and an endgame. Most gamers argue that during the leveling up time, the player is in training for the main event, and the endgame is where the real game starts.
There’s an argument kicking round at the moment that MMOs require no skill in order to play them. This statement is both completely correct and utterly wrong. How can a statement contradict itself? What Is Skill? | Mana Obscura
The Game Atom: The fabric of game mechanics What is a game mechanic? There are several definitions. All of them different. As a game designer and teacher I have been frustrated with the vagueness of the term. If you are interested in the current discourse about game mechanics you may wish to check these out: Wikipedia: Game Mechanics Defining Game Mechanics Game Development Essentials: Gameplay Mechanics
Why Our RPGs Still Need Numbers Posted by Rampant Coyote on March 24, 2011 Luke Plunkett at Kotaku asks the question: “ Why Do Our Role-Playing Games Still Need Numbers Everywhere? “ Though it’s not so much of a question as a call to get rid of such archaic relics of the past. The Snark
Puzzles and RPGs Posted by Rampant Coyote on March 11, 2011 It felt somewhat serendipitous that I found this excellent interview with Dave Gilbert of Wadjet Eye Games – maker of commercial indie graphic adventure games – while I was in the middle of adding some more adventure-game-esque puzzles to Frayed Knights . It provided extra fodder for thought on things I’ve been a-pondering lately, including puzzles in RPGs. Dave talks about how he stumbled into becoming an indie, and from there stumbled into becoming something of an indie publisher.
Game Design Lessons: From Seconds to Hours of Gameplay
RPG Design – More on Simplifying Posted by Rampant Coyote on January 14, 2011 I played through the first couple of levels of the first Eye of the Beholder game the other day (“research”). I’d only really played the second game in the series to completion, so it was fun to revisit the original (well, original AD&D-branded imitation of Dungeon Master , at least). Going through a couple of levels, I was struck by the simplicity of the game. Even compared to other RPGs of the era.
Posted by Rampant Coyote on March 18, 2011 Many computer role-playing games (CRPGs) have a concept of a “home base” for the player – a safe location to return to in order to rest, heal, trade, advance, acquire and complete quests, and so forth. The actual location may change as the game advances, but these safe spots (which may literally be “save spots” in games with limited save points) get returned to again and again by PCs. While not universal (especially in modern CRPG design), I’m hard-pressed to think of another genre that commonly features this kind of mechanic. It originated, as many things CRPG, as a feature of dice-and-paper Dungeons & Dragons . RPG Design: Returning to Base
Games, Rules & Immersion » #AltDevBlogADay
Exposing Social Gaming’s Hidden Lever « #AltDevBlogADay
Gold Star for You, Friend! « #AltDevBlogADay
The Holy Grail of Game Design | Hyperbole Games
Faction Design | Hyperbole Games