Month: October 2007

Constructing Artificial Emotions: A Design Experiment

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My latest essay on emotion in games is up on Gamasutra. There are pretty pictures about brains. You can read it here. It asks that simple, innocent question,”What can we do to make games evoke emotions?” The answers are more about applying the lessons of experimental psychology than the 300 hot tricks of screenwriting. While I was looking into this topic, I read an essay in Scientific American on ‘dangerous ideas’ and it got me […]

Lessons about failure

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I happened across a wonderful nugget of design philosophy, while reading an interview with Clinton Keith, the head of High Moon Studios’ technical department. It bundles up lessons from Miyamoto, the joy of failing fast and the benefits of using Stage Gate-type processes in one delightfully juicy quote. “If you want someone to fail, you want them to fail fast, before they spend a lot of money. That’s how Nintendo was. When I was working […]