Gameglobe Action-Adventurespiele | Erstelle ein Spiel, teile und spiele online. A Theory of Fun for Game Design: Raph Koster: 9781932111972: Amazon.com. The best game design articles on the site. This is post #2,342 on this blog (not counting the dozens of articles, snippets, and presentations not in the blog database)… yet more of the over a quarter-million words written here since the site started in 1997 and the blog in 1998.
And I have to admit, I tend to take for granted the idea that people have read all the stuff that matters, so they understand me when I throw around terms or assume that they know what my past writing on the topic is. Which is ludicrous, of course. So I got asked on Twitter for a list of my juiciest game design posts, to serve as a central jumping-off point. This was hard. Feel free to list your own favorites in the comments. Theory of fun (cognition and games) and game grammar overview. Game grammar articles, diving deeper into specificall analyzing a single feature, or a single aspect of the grammar. On the game development process. On experience/narrative design. On games as art. General game design. Game economies. Community design. On player rights. How to Make a Zelda Dungeon | Salim's Game Blog. This year is the 25th anniversary of The Legend of Zelda, and as a game designer, what better way to celebrate than with a short study on how a Zelda game is made. There are many factors that make a Zelda game great, but I’m going to try and focus only on the dungeons, which represent in my opinion the very core of the level design.
The goal of this study is to understand the structure of a Zelda dungeon as a source of inspiration for designing levels. What is a Zelda game? Before starting to list what a Zelda dungeon is made of, we must first understand the core gameplay of a Zelda game. Most people will agree that a modern Zelda game is a third person action adventure game. Keys and Doors The main mechanic of a Zelda Dungeon is “Keys and Doors”. The many shapes of a key The “Keys and Doors” mechanic is very common in games, but what makes a Zelda game unique is the many shapes that can take the key. Items are not the only “keys”; sometime the key has another shape or no shape at all. Project Spark.