Cartamundi unveils game design product The White Box. Masterminded by game pioneers, The White Box give budding game designers the tools to design their own games.
Cartamundi has revealed a new product that aims to put the power of game design into the hands of young creators in the form of The White Box. Pitched as a game design workshop in a box, The White Box is a tool made for budding game designers to create, plan and prototype their own tabletop game. The box contains generic components such as wooden cubes, plastic discs, six-sided dices, punchboard sheets and more. Video Games Are Better Without Stories - The Atlantic. A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck.
In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. Andrew Dotsenko's Blog - Designing Game Controls. For the last recent years, my designer’s job was closely related to the design of complex game controls.
Surprisingly, it was quite hard for me to find good general guidelines. I had to solve some pretty complicated design challenges and study a lot of different sources until I was able to develop some principles that I currently use in my job. I think that they’re worth sharing and might be useful for anyone who’s dealing with controls design tasks. The topic overall is, perhaps, too big for just one article, so I’ll also be giving external links to other resources with more details when it’s possible.
Google Sheets - create and edit spreadsheets online, for free. Jane McGonigal: Gaming can make a better world. Q&A with Ian Bogost - The Entertainment Software Association. The Entertainment Software Association (ESA) recently interviewed Ian Bogost, Ivan Allen College Distinguished Chair in Media Studies and professor of interactive computing at the Georgia Institute of Technology, to gather his insights on video games.
Bogost’s latest book, “How to Talk about Videogames,” explores the medium’s unique storytelling ability and examines game critique as both serious cultural currency and self-parody. Thanks for speaking with us, Ian. Could you introduce yourself and your work? I’m an author and game designer, and a professor at the Georgia Institute of Technology. Gamification - All Fun and Games Until Someone Loses the Point. How To Balance An RPG. Metrics 2.0: Video Game Addiction: 81% of American Youth Play; 8.5% are Addicted. Reports from around the world suggest that gaming addiction is real and on the rise.
With nearly 8 in 10 American youth (81%) playing video games at least one time per month, including 94% of all boys playing, this certainly raises concerns about video game addiction. Intuition vs Metrics: How Social Game Design Has Evolved. History of Social Games. Social games aren’t new–they’re just games you play with other people. Social games began about 5000 years ago. With some help from the team at Disruptor Beam, we’ve put together a little chart that traces the history of social games from its origins in Ancient Egypt all the way to the present. I’m using the term social network games to distinguish the type of social games (Farmtown, etc.) that are primarily played and distributed via social networks.
Note: the chart was updated based on some commenter feedback on May 25, 2010. Click image for full size poster: Some of you might say that there are some items missing, or that I haven’t included everything. Please feel free to save the image and share with your friends: Share on Twitter Share on Facebook: Playfulness, Seriousness and Gamification. People want gamification to mean certain things to them.
They want to take the word and try to bend into whatever they think will sell their next big idea to someone. Interview: Andrew Doull on Procedural Games. Devin Becker's Blog - 10 Things Corman Taught Me About Indie Game Development. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. It's been a while since I read Roger Corman's book "How I made a hundred movies in hollywood and never lost a dime. " but I remember its lessons vividly. His book title is pretty literal as he made profit on every film he made, no matter how low budget or schlocky. In this post I'd like to share how some of his best techniques can be applied to indie game production so you too can never lose a dime! Exploit genres.Aim for low profit and even lower budget.Market yourself as legit, cheaply.Exploit undervalued content.Employ hungry amateur talent.Pre-sell your product.Work fast.Reuse assets.Exploit bundles.Always finish or recycle.
Cary Chichester's Blog - Tutorials of Zelda: When Do Players Get to "Play"? The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The Zelda games have--at least since Link to The Past--followed the same structure of introducing the player as an average boy of little importance who is quickly called to action to stop an impending evil. Over the years however, greater emphasis has been placed on the games’ story, and consequently the point at which the player answers the call has been pushed back in each game to expound on the plot more. The # gamedesign Daily.
Applied Game Design. Game Design Theory.