Month: July 2005

Space Crack: Financial Mechanics

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Introduction This is part 13 of an ongoing game design document written as a blog. Be sure to catch up on previous posts. In the last installment, we talked about the benefits of plot. This time we’ll look at what it takes to design money making capabilities into an online game. First Post: Introduction Previous Post: The Space Opera Your kind isn’t welcome here In the various financial scenarios I’ve put together, the most glorious […]

Costikyan: Death to the Game Industry (Long Live Games)

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I couldn’t have said this better myself. Here is the view of Greg Costikyan on the state of the industry. I enjoy it when a game designer curses violently out of passion for his choosen profession. 🙂 Much of the work on Lostgarden is there to provide practical tools for accomplishing many of the goals that are outlined in Greg’s PowerPoint. “Death to the Game Industry (Long Live Games)” describes a movement made up of […]

How to Design Online Crack

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Today I decided to indulge in my evil side and delve into how the business aspects of a game such as Space Crack strongly influence the game design. First, we’ll look at the impact of game design on the financial success of a game from the traditional packaged goods viewpoint. Next, we’ll take a look at the impact game design on financial success of onlines games. At its purest, online game design is quite Machiavellian […]

News Flash: Game Designer gets the Hot Girl

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I just wanted to leave everyone tonight with a message of hope. I am a class-A geeky fellow. Skinny neck. Polar white skin. Black T-shirts that say “In Odd We Trust”. I spend my spare time collecting mint condition yo-yos and writing about the more obscure points of game design. The only person less able to communicate in a cocktail party setting is a theoretical physicist, and I’ve dabbled in that a bit as well. […]

Massively Multiplayer Casual Games

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Kart Rider and Gunbound show the way to impressive profitability Pete just sent me a link to Dave Taylor’s article on Kart Rider. It is an interesting read on a casual multiplayer game quite similar to Mario Kart whose parent company is racking in $110 million in 2003 with a projected growth of over 127%. There’s another rather popular called Gunbound that uses the same basic business model. This time the game is based on […]

Space Crack: The Space Opera

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How I stopped worrying about ludology and learned to love game plots Introduction This is part 12 of an ongoing game design document written as a blog. Be sure to catch up on previous posts. In the last installment, we talked about creating a component bible for all our art assets. Ah, game design 101 is over! This time we’ll have a bit of fun looking at the concept of story and how it really […]

Space Crack: Component Bible

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Introduction This is part 11 of an ongoing game design document written as a blog. Be sure to catch up on previous posts. In the last installment, we talked about getting the game ready to prototype. This time I’ll create a bloody long list of all the assets we’ll be needing. This is more exciting than it sounds. First Post: Introduction Previous Post: Starting the game and ending the game Breaking the rules of prototyping […]

Oasis: How to create an ineffective game demo

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I just played through the demos of Oasis, Clash N Slash, and Future Pool. I’m admittedly a demo whore. I’ll play them, form an opinion about the mechanics and move on. It takes a truly rare game for me to plunk down my hard earned money. Of the three, Oasis had the most innovative gameplay. Others have compared it to Civilization meets Mine sweeper and I’d agree with the characterization. It plays with the well-honed […]

The brave new world of Indie console games

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I had a dream about next generation consoles revolutionizing indie game development. In this dream, the indie game development community was fragmented and suffering. A gleaming savior with tens of millions of eager customers appeared on the horizon. He spoke in a booming voice “Bring me your games, both small and weary. I will distribute them and you will finally be able to feed your family. You will rise and rule the world!” He ends […]

Space Crack: Starting the game and ending the game

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Introduction This is part 10 of an ongoing game design document written as a blog. Be sure to catch up on previous posts. In the last installment, we talked about the use of stub mechanics and how they can be used to create a simple combat system. This time we’ll apply some additional stub mechanics and learn an important lesson about iterative game design. First Post: Introduction Previous Post: Simple Combat Starting the game and […]