Game Design Stories
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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...
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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)

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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
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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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Ten rules to make all games better | | Edge Online

Ten rules to make all games better | | Edge Online | Game Design Stories | Scoop.it

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.

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Ludum Dare » postmortem

Ludum Dare » postmortem | Game Design Stories | Scoop.it

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.

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Gamasutra: Josh Bycer's Blog - Motivating Mechanics in Game Design.

Gamasutra: Josh Bycer's Blog - Motivating Mechanics in Game Design. | Game Design Stories | Scoop.it

"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
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Craig Morrison: The Terribleminds Interview

Craig Morrison: The Terribleminds Interview | Game Design Stories | Scoop.it

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.

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Popcap: the 10 secrets of casual game design - The Guardian

Popcap: the 10 secrets of casual game design - The Guardian | Game Design Stories | Scoop.it
Keith Stuart: How did a studio started in a Seattle garage become one of the biggest casual game developers in the world?
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Opinion: Video games and Male Gaze - are we men or boys?

Opinion: Video games and Male Gaze - are we men or boys? | Game Design Stories | Scoop.it

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."

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A Way to Better Games: Establishing Functional Theory - On Gamasutra by Keith Burgun

A Way to Better Games: Establishing Functional Theory - On Gamasutra by  Keith Burgun | Game Design Stories | Scoop.it
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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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…
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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
The Digital Rocking Chair's curator insight, March 26, 1:56 AM

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

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

An interesting interview to Tom Bissell about games and storytelling.

AL Bryant's comment, April 27, 4:51 AM
http://www.squidoo.com/games2013
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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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About Wii U and video games evolution | Ian Bogost / Gamasutra

About Wii U and video games evolution | Ian Bogost / Gamasutra | Game Design Stories | Scoop.it
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.
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The Sound Design of Journey - Gamasutra

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.
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Top 5 Best Practices in Transmedia Storytelling

Presentation to the Forum Transmidia, Sao Paulo, Brazil. Covers Robert Pratten's top 5 best practices in transmedia storytelling.

Via The Digital Rocking Chair
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MMO designers need to focus more on the 'why', not the 'what' - Gamasutra

MMO designers need to focus more on the 'why', not the 'what' - Gamasutra | Game Design Stories | Scoop.it
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.
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Daniel Cook - Google+ - Here's what I've been playing with lately on the virtual…

Daniel Cook - Google+ - Here's what I've been playing with lately on the virtual… | Game Design Stories | Scoop.it

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+

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Building Tight Game Systems of Cause and Effect | by Daniel Cook

Building Tight Game Systems of Cause and Effect | by Daniel Cook | Game Design Stories | Scoop.it

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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