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First Game Ever is a community project to inspire people to create games. Through the hilarious and heartwarming stories of designers and developers' first e...
Taking too many lessons from film and other media will only advance games so much, argues Warren Spector, outlining factors that set games apart -- and where film conventions are no longer serving us.
The Rune Factory games add RPG elements to the Harvest Moon farming franchise -- and here, the series' producer shares lessons he learned making it.
Gamasutra The technique LucasArts used to design its classic adventure games Gamasutra Independent game designer Noah Falstein has always had a particular interest in narrative-driven games.
Nothing but common sense here, good review of some of the rules game designers should keep in mind when making video games. One of the most important and currently crucial is that F2P is not a genre, it's a business model. When business model directs creativity we end up with crappy but unfortunately commercially succesful games.
Those are postmotems of indee games from Ludum Dare competitions and challenges. A lot of good things to ponder about game design and game develoment.
"Progression is an important part of a game's design and its purpose is to keep people motivated to continue playing. Each genre handles progression differently, for example beating a map in a strategy game or achieving positive growth in a city builder. There are two categories of progression: player based and game based. Player based is the player improving at the title while game based is the designer providing hooks to keep the player invested. For this post, we're going to ignore player based as I want to focus on the ways designers can keep someone playing."
Via Mark Oehlert, Guntur Sarwohadi
So, this is an exciting flip here — the storyteller in today’s interview is none other than Funcom Montreal’s creative director, Craig Morrison. Surely by now you’ve heard of a not-so-little MMO called The Secret World? Anyway, he logged into the Giant Hallucinogenic MMO that is the terribleminds interview experience, and answered some question for us. Oh, and while you’re at it, check out this Gamasutra article where Craig talks about why MMO designers should be more concerned about the ‘why’ rather than the ‘what.’ Let the interview commence.
Keith Stuart: How did a studio started in a Seattle garage become one of the biggest casual game developers in the world?
A "hot" topic that pops up a lot recently, like for instance when Anita Sarkeesian started her Kickstarter project about female tropes in video games. What can game designers do about this? What should they do? What is their responsability in this matter? Can they participate to change behaviours and should they aspire to do so? That's what's come to my mind reading this article : "Game Developer 's Brandon Sheffield claims the game industry at large still treats women primarily as a vehicle for the display of boobs and butts, saying this is a natural extension of who we put in charge."
What will it take to make a real step forward in game design? We each have a small part to play in how the next few decades of video game history will go. The future will certainly always continue to evolve. So far, most of what we've seen has been a slow, somewhat random progression of somebody stumbling onto the next big hit design that then gets cloned a thousand times over.
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A Case Study in how Revolutionaries become the Man Here's what this covers: Game development in the early 1990s -> The rise of consoles -> The creation of…
Can you deliver both choice and a character art that has depth and meaning in the same game? Alexander M. Freed, formerly of BioWare, explores the possibility space, drawing from examples from existing games and adding in his own ideas.
FTL: Faster Than Light developers Matthew Davis and Justin Ma didn't bother with a design document -- after all, they expected it to be a three-month side project. But when development got serious, they had to adjust.
VentureBeat Quick-time events are holding back the development of video game storytelling VentureBeat Ned breaks down the quick-time event to show its true purpose: a method for developers to shoehorn in actions that the core gameplay can't handle.
After writing Gears of War: Judgment, Tom Bissell talks to Maria Bustillos about the potentialities of video games as literature, as well as its challenges as a storytelling medium.
Via The Digital Rocking Chair
When freelancers Leigh Alexander and Quintin Smith strike up a correspondence, they aim to analyze games in the context of their own lives. Which means talk of babysitting, electronic music and Braid-creator Jonathan Blow.
Below, they take on the adventure game genre.
What is Nintendo really attempting to do with the Wii U? Ian Bogost, in the latest installment of Persuasive Games, searches for the meaning behind the dual-screen play of Nintendo's freshly-released console.
How did one sound designer create the expressive audio canvas which underlies Thatgamecompany's acclaimed indie title? Sony Santa Monica's Steve Johnson explains -- and presents isolated samples so you can listen to his work.
Presentation to the Forum Transmidia, Sao Paulo, Brazil. Covers Robert Pratten's top 5 best practices in transmedia storytelling.
Via The Digital Rocking Chair
MMO designers need to stop focusing so much on what players want to do in online games, and instead hone in on why these players choose to put so many hours into the MMOs they play, says Funcom creative director Craig Morrison.
Here is a discussion started on Google+ by Daniel Cook about the nature of ingame effect of virtual goods. The main idea is that "There needs to be a strong sense that anything the player gets is earned even if there was money involved at some point in the training process." Read the full discussion on Google+
To play a game well, a player must master a mental model of cause and effect. You learn that pressing a specific button moves you forward. You figure out that a sequence of controller moves lets you dodge a fired rocket. You observe a slight pause before an enemy attack and theorize that you could fire off a headshot at that exact moment. At each stage of learning, you create a hypothesis, test it via your actions and refine your mental models of the whirring black box at the heart of the game.
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Funny first game post mortems by various game designers (Jesse Schell, Will Wright, Alex Schwartz, Seth Sivak, Ichiro Lambe, Dave Bisceglia and probably more to come)