Month: June 2005

News: Chinese Government to influence MMOGs

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This news item on next-gen.biz ties into my previous post. As gamers and game designers, we see MMOG as simple enjoyable games. If you are a totalitarian government such as China, you correctly identify MMOG as the following: A cohesive group of well informed, technologically literate citizens that have strong ties and social beliefs that are potentially separate than your own. A method of meeting, collaborating and distributing news outside of traditional government intervention A […]

Out of work MMOG designers will rule the world

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As I sit here contemplating business dashboards, it occurs to me (as it has occurred to many others) that game designers will ultimately rule our working lives. Games and BusinessGames are a formal system of tokens, verbs and the rules that bind all the elements together into a nested set of risks and rewards. The rules are basically a simulation, sometimes simple and sometimes complex. The tokens can represent pretty much anything, but they are […]

Confessions of a horrible game player

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I’m a bad game player and I’m hoping that I’m not alone. I was just playing Kirby Cursed Canvas. The DS is one of the few hot spots of innovation in core game play mechanics, so I’ve been dabbling in various titles to keep myself educated on what is out there. Kirby has some sweet gameplay ideas. The use of a touch pad to control a platform game is both enjoyable and intuitive. The reward […]

Space Crack: Using Planets to Build Territories

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IntroductionThis part 7 of an ongoing game design document written as a blog. Be sure to catch up on previous posts. In the last installment, we described the Planet token and its use in player-created environments. This time we’ll extend the concept of player-created environments with the notion of territories. First Post: Introduction Previous Post: Planet Basics In order to create fully realized player-created environments, we need to define some rules that lead to interesting […]

Paper Nintendo characters

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Here’s another example of the neo-retro art style that is downright delightful. Someone recreated a wide range of Nintendo characters with foldable paper cutouts. It is not overly surprising that a close variation of this style is used in Paper Mario. Kudos to 4colorrebellion for linking to this. Check it out: http://gotorion.com/orion/singles3.php?t1=Nintendo%20Paper%20Models&f1=miscfunny/papercraft.txt take care Danc.

SpaceCrack: Planet Basics

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Introduction This part 6 of an ongoing game design document written as a blog. Be sure to catch up on previous posts. In the last post we talked about using expressive verbs as the model for player actions. This time we’ll talk about the need for a game environment that provides a large set of unique and interesting context for each player action. First Post: Introduction Previous Post: Verbs I’m going to pull another design […]

Article: Usability Testing

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Gamasutra has a link up to an article on usability testing in games. This is a subject near and dear to my heart since major elements of games are basically “interfaces”. If you assume that games are made up of token, verbs and rules, the first two speak directly to the ‘interface’ of the game and have a major impact on the title’s playability. Registration is required, but who isn’t registered to Gamasutra? šŸ™‚ Click […]

Vistech 2005: Thoughts on the military industrial game complex

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I gave a talk at a tradeshow called Vistech earlier this week. With all the traveling and attending talks my posts have been coming slower than I would like. Thanks to everyone who keeps visiting the site even after the Nintendogs story dropped off Slashdot and Kotaku. šŸ™‚ Vistech is a brand new show by Halldale that I would classify as ‘Serious Games for the Military’. The military talks are always intriguing because they are […]

SpaceCrack: Verbs

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Introduction This part 5 of an ongoing game design document written as a blog. Be sure to catch up on previous posts. In the last installment, we made a quick inventory of all the pieces in the game. This time we’ll dig into the part of the game that matters most to first time players, the things they can do. First Post: Introduction Previous Post: Building a gameplay parts list Expressive Verbs: A theoretical underpinning […]

The Neo-Retro Art Style: Savior of the game industry?

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Defining a cheap, sexy, and practical art style for next generation games (image courtesy of http://www.pinknbrown.com/. WIP here) Everyone knows Retro game art. It invades our culture and manages to be cool despite its primitive nature. But the world has changed and realistic is in. If you aren’t Unreal 3, you are nothing. I’ve got a problem with this and it isn’t my typical artistic / flamboyant / whiney one. This is an economic rant: […]