Archive for the 'Game Design Theory' Category

Artists = Drug Dealers?

Sunday, April 25th, 2010

Saturday night I didn’t bother to sleep – I was engrossed in Dan Simmons’ Hyperion books. This made me wonder about the way the mainstream perceives games.  If I stayed up all night playing World of Warcraft, then people would have a slightly different perception of the event, no?  What’s the difference? I think one factor might [...]

Ebert Claims That Games Can’t Be Art, Again

Saturday, April 17th, 2010

Roger Ebert has once again re-iterated his stance on games – they can never be art, he says.  I have to congratulate him for his bravery, given that half of the internet is about to show up at his doorstep. Personally, I’m past the point of defending the fort from rampaging barbarians like Ebert.  Games don’t need [...]

Drawing From Life

Thursday, April 15th, 2010

Last Tuesday, I went to an art class at my local arts centre. I’m learning how to draw. This should be very useful in game production and is a ton of fun too boot. This was my first art class. I had read a couple of art books before and half-heartedly did some exercises, but [...]

Cheat Your Way To Victory

Wednesday, March 31st, 2010

I was speaking with pixelante recently and we both agreed that the ability to cheat is essential to being a good game designer.  No, I don’t mean that you should look over the shoulder of Petri Purho to copy his next game.  This type of cheating is a bit different. Cheating by Design Cheating for [...]

The Secret Recipe for Innovative Games

Sunday, March 28th, 2010

What do the following games have in common? Braid Crayon Physics Deluxe Blueberry Garden Gish Portal Specter Spelunker Shrinks If you answered that all of these games have been highly praised for their design, you get a (tiny) cookie. Four of them are IGF winners and Portal needs no introduction. The odd one out – [...]

How to Stay on the Right Side of the Explosion

Wednesday, March 24th, 2010

Yesterday I posted a comment on Twitter directed at Paul Eres. “You know Paul, it just kills me to see you pouring all the work into levels. Why do you focus on linear content production?” I think that I may have struck a nerve, because his response was, “well, to me, the heart of game [...]

The Misely Designer

Tuesday, March 23rd, 2010

When I was creating the Zombie game, I happened upon a useful mindset. I would get an idea for a new feature – for example, a minefield. I would think about how it would work and get all excited. Then I’d imagine what it would take to implement the idea and get a bit discouraged. [...]

Glances of a New Storytelling Paradigm

Tuesday, March 16th, 2010

Ha. I got to use “paradigm” in the title; take that! Since today is the release date of the Dragon Age expansion, I wanted to share with you a feeling that I’ve encountered often in the past.  Sometimes, a game will have a glimmer of something amazing – something that I think will change games [...]

Punished by Rewards

Monday, March 15th, 2010

I just finished reading a book called “Punished by Rewards” by Alfie Kohn.  It was mentioned by Jonathan Blow in one of his talks, so I thought that it would be a good idea to check it out.  The book deals with motivation – particularly the practice of motivating people with rewards. If you take [...]

The Gaming Bubble of Delusion

Sunday, March 14th, 2010

I’d like to relate to you an experience that I’ve had recently. It was the day after I released the Zombie game.  I was deliriously happy with success and telling everyone in sight about it.  I bumped into a co-worker in the break room that day.  She has a management position within the department, a couple of [...]