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Game Design Stories
Content related to game design and game development
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How To Balance An RPG

How To Balance An RPG | Game Design Stories | Scoop.it
Editor's note: The following is a guest editorial by Obsidian game designer Josh Sawyer. If you're a professional in the video game industry and you'd like to write about some of your experiences, contact jason@kotaku.com.
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How to write a useful game design document

How to write a useful game design document | Game Design Stories | Scoop.it
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Practical article about what can be a good GDD: a clear reminder of what the game should be, a guideline to follow and not a bible of details impossible to manage over time.

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Chris Avellone talks RPG design, why new games are too hand-holding, and more

Chris Avellone talks RPG design, why new games are too hand-holding, and more | Game Design Stories | Scoop.it
Ever wondered what it takes to build games based on iconic properties? How do you stay grounded to that concept?

We sat down with the cake-loving, potato-signing Chris Avellone at this years AVCon to ask exactly that. Chris is responsible for some of the industry's most live properties, including Fallout and Forgotten Realms, as well as being lead designer for the acclaimed Planescape: Torment.
Florent de Grissac's insight:

Relatively short interview but with interesting points that I would like to see developped.
The shift of playing experience as RPG's quest system became more and more hand-holding let me perplex. Was it better back in the old days? Is there an in-between solution avoiding the potential frustration of feeling lost but without leading to a totally brainless chain of highlighted tasks?

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Grumpy Gamer - Maniac Mansion Design Doc

Grumpy Gamer - Maniac Mansion Design Doc | Game Design Stories | Scoop.it

Even more crap from my Seattle storage unit!

 

Here is the original pitch document Gary and I used for Maniac Mansion. Gary had done some quick concepts, but we didn't have a real design, screen shots or any code. This was before I realized coding the whole game in 6502 was nuts and began working on the SCUMM system.

Florent de Grissac's insight:

A precious part of video games History!

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Less Talk More Rock- Boing Boing

Less Talk More Rock- Boing Boing | Game Design Stories | Scoop.it
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Lost Garden: Multiplayer Logistics

Lost Garden: Multiplayer Logistics | Game Design Stories | Scoop.it
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The Castle Doctrine Game Design

The Castle Doctrine Game Design | Game Design Stories | Scoop.it
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The articles for v9 and v10 cover Jason Rohrer's game design process as he was fixing the game to take it back to what he imagined in the first place, which consisted mainly in removing grinding.

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Daniel Cook - Google+ - A Case Study in how Revolutionaries become the Man Here's…

Daniel Cook - Google+ - A Case Study in how Revolutionaries become the Man Here's… | Game Design Stories | Scoop.it
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…
Florent de Grissac's insight:

Interesting toughts and, as usual, great things to ponder in the comments.

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Developing Meaningful Player Character Arcs in Branching Narrative

Developing Meaningful Player Character Arcs in Branching Narrative | Game Design Stories | Scoop.it
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.
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Designing without a pitch - An FTL postmortem

Designing without a pitch - An  FTL  postmortem | Game Design Stories | Scoop.it
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.
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Quick-time events are holding back the development of video game storytelling - VentureBeat

Quick-time events are holding back the development of video game storytelling - VentureBeat | Game Design Stories | Scoop.it
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.
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Gears of War writer Tom Bissell on video games and storytelling

Gears of War writer Tom Bissell on video games and storytelling | Game Design Stories | Scoop.it
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
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The Digital Rocking Chair's curator insight, March 26, 2013 1:56 AM

An in-depth look at video games as "an increasingly sophisticated vehicle for storytelling."

Luca Brigada's curator insight, March 26, 2013 6:43 PM

An interesting interview to Tom Bissell about games and storytelling.

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Nostalgia vs. narrative: A series of adventure game letters

Nostalgia vs. narrative: A series of adventure game letters | Game Design Stories | Scoop.it

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.

Florent de Grissac's insight:

Funny conversation, which leads me to ponder things around about adventure games' design, because yes, I'm from those who just loved them without thinking farther. Thinking farther about the design quality of those games is not really pleasant because Quintin is right about it, they are not that good. At all.
But yet, As Leigh points out, their flaws don't mean they have to be considered junk. They still made us travel, laugh, ... and the frustration implied by their design hadn't prevented us to play and enjoy ourselves playing.
So what? I still love adventure games, and I'm pretty sure contemporary game designers will find great ways to revive the genre with clever mechanics. Why in the world would I hope for that to happen? Because I love stories and dialogues :)

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The Game Design Round Table | Meaningful conversations about digital and tabletop game design.

The Game Design Round Table | Meaningful conversations about digital and tabletop game design. | Game Design Stories | Scoop.it

The Game Design Round Table is a show about game design, featuring game designers as hosts and guests. Covering both digital and tabletop games, The Game Design Round Table explores issues in games with a focus on their design and creation.

Florent de Grissac's insight:

Hours of talks regarding game design topics.

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Lessons Learned as an Aspiring Game Designer | BoardGameGeek | BoardGameGeek

Lessons Learned as an Aspiring Game Designer | BoardGameGeek | BoardGameGeek | Game Design Stories | Scoop.it
Florent de Grissac's insight:

10 advices by @MicroStackGames for board game design that are also relevant for video game design.

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Hearthstone dev invents stories that tell themselves

Hearthstone dev invents stories that tell themselves | Game Design Stories | Scoop.it
Brian Schwab is a former Blizzard employee best known for his work as senior AI and gameplay engineer on Hearthstone, but now he has moved on to experimental territory, he tells us. After working at...
Florent de Grissac's insight:

When AI tells stories...The system looks promising, we now have to wait for projects using it to see if it's the next big thing in video games' storytelling.

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'Roguelikes': Getting to the heart of the it-genre

Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
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Narrative Legos with Ken Levine - GDC 2014

Narrative Legos with Ken Levine - GDC 2014 | Game Design Stories | Scoop.it
It's clear that narrative is an important part of video games and something that the audience deeply relates to. However, the strengths of interactive media are player participation, the ability to experience content in different ways on different playthroughs and the fact that the content is not static. It's time for narrative to deeply embrace these elements.
Florent de Grissac's insight:

And here are the slides: http://gdcvault.com/play/1020211/Narrative

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Video: The good ol' days of games, according to Chris Crawford

Video: The good ol' days of games, according to Chris Crawford | Game Design Stories | Scoop.it
Legendary game dev and CGDC founder Chris Crawford examines the technical and interpersonal resources developers have gained over the past 25 years, and the diversity modern games may have lost.
Florent de Grissac's insight:

"What does the user DO?" Here something to keep in mind as a game designer.

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1stGameEver

1stGameEver | Game Design Stories | Scoop.it
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...
Florent de Grissac's insight:

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)

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Gamasutra: Travis Ross's Blog - 7 Essential Resources for Understanding Motivation

Gamasutra: Travis Ross's Blog - 7 Essential Resources for Understanding Motivation | Game Design Stories | Scoop.it
7 must-read resources on player motivation http://t.co/eVgIff8qHF via @gamasutra
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Spector: Games need to borrow from film less

Spector: Games need to borrow from film less | Game Design Stories | Scoop.it
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.
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Tips for RPG design from the Harvest Moon franchise

Tips for RPG design from the  Harvest Moon  franchise | Game Design Stories | Scoop.it
The Rune Factory games add RPG elements to the Harvest Moon farming franchise -- and here, the series' producer shares lessons he learned making it.
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The technique LucasArts used to design its classic adventure games - Gamasutra

The technique LucasArts used to design its classic adventure games - Gamasutra | Game Design Stories | Scoop.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.
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Storytelling in Video Games - The Story Board Ep. 8

*The Story Board airs on the 1st Tuesday of each month at 8pm PDT* Subscribe to Geek and Sundry: http://full.sc/GTVYfM Join our community at: http://geekands...
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