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Game Design Stories
Content related to game design and game development
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Gamasutra: Puget Alain's Blog - Why we don’t believe in sales, discounts and bundles

Gamasutra: Puget Alain's Blog - Why we don’t believe in sales, discounts and bundles | Game Design Stories | Scoop.it

Alain, Alkemi Studio: "It’s that time of the year again : Steam summer sales! Yeah, loads of games at small prices! Like every PC players, I’ll probably buy a bunch of games (which will mostly stay untouched for the next months) but as a professional game developer, I’m more and more convinced that the whole concept of these promotions is toxic."

Florent de Grissac's insight:

A cat thrown among the pigeons. I can't understand why people over react as they are, not even reading what's said with enough attention, blinded as they are by the sacrosanct capitalistic point of view.
This is an other way to think game producing, not looking for maximum rentability at all cost, considering players like people and not like a bunch of cow to be milked to death. For most people it seems to be an alien way of thinking, but this is thinking out of the fucking box.

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GDC Vault - Designing Procedural Stealth for Invisible Inc.

GDC Vault - Designing Procedural Stealth for Invisible Inc. | Game Design Stories | Scoop.it

From Gamasutra :

Developing genuinely novel game mechanics means you often end up navigating more problems than you'd ever anticipated.

During the GDC 2015 Independent Games Summit, Klei designer James Lantz showcased how you might overcome those challenges while discussing the design of Invisible, Inc.'s procedural stealth, from its conception to its conclusion.

His talk covers how Klei approaches new mechanics, and presents examples of how you can fall into every single hidden pitfall, climb your way out, and come out on the other side with something fun.

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Gamasutra: Nathan Lovato's Blog - 11 Tips to Speed Up your Game Design Process

Gamasutra: Nathan Lovato's Blog - 11 Tips to Speed Up your Game Design Process | Game Design Stories | Scoop.it
Florent de Grissac's insight:

Useful tips regarding game design methodology

 

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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
Florent de Grissac's insight:

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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The Castle Doctrine Game Design

The Castle Doctrine Game Design | Game Design Stories | Scoop.it
Florent de Grissac's insight:

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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Gamasutra: Mike Stout's Blog - Trinity, Part 2 - Choice Fields

Gamasutra: Mike Stout's Blog - Trinity, Part 2 - Choice Fields | Game Design Stories | Scoop.it

This is a part of a series of articles that will attempt to explain how I think when I design – my system, in a way. I've somewhat arbitrarily nicknamed it Trinity, and hopefully by the end of the series I'll be able to explain why I picked that name.

The purpose of these articles is not to create a formula, to create a rigid system, or even to suggest that my system is better than another. The whole purpose is just to try to explain, in writing, how I think when I design games.

Florent de Grissac's insight:

Geometric game design, interesting approach.

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Gamasutra: rahul sehgal's Blog - The difficulty of creating difficulty

Gamasutra: rahul sehgal's Blog - The difficulty of creating difficulty | Game Design Stories | Scoop.it

It is said that to realize the world one has to realize the self.

I’ve been analyzing myself as a player to figure out what I like and why, because as a game-maker I need to understand the player for whom I am creating a game.

I (and I realized this while I was thinking about, and writing, this post) am something of a skill-grinder. If I like a game, however hard it is, I will do whatever it takes to get better at it. I’ll die a million miserable deaths but will respawn each time and play that level again just for the pleasure of improving-my hand-eye coordination and figuring out the perfect timing and position for that jump. How it looks matters only up to a point.

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Gamasutra: William Anderson's Blog - How to Get Your Game Design Ideas into Production

by William Anderson @GamasutraHave you ever asked yourself, "How do I get one of my idea or concepts into development?" In answer to that question, the following are some of the things I've learned over the years.

Before you start any new concept or design project, you should first analyze your current situation, as well as the needs or wants of your target publisher or developer. Without a clear understanding of these variables you are doomed to fail!

So let’s get started…

Florent de Grissac's insight:

A set of general advices for aspiring game designers.

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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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