Year: 2013

Multiplayer Logistics

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How do we get players to play together in a manner that fits their schedules? This is a key logistical challenge a designer faces when building multiplayer games. The promise We are seeing a blossoming of innovative multiplayer systems. In previous eras there were a handful of default models that games might use (matches, play-by-mail). Games today exist on a spectrum from fully concurrent to fully asynchronous and everything in between. A game like Dark […]

Prototyping Challenge: 3D Modeling Tool for 2.5D RPG Art

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I was creating some 2.5D art for an game jam recently in a perspective similar to a 2D RPG like Zelda. Naturally my next step was that I started thinking about how you might recreate this style using a custom 3D modeling tool. Yes, another art tool design challenge. 🙂 I’ve played with voxel editors in the past, but I’m not completely happy with the blocky results that they produce. So where’s a quick and […]

A single game as a lifelong hobby

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Do you finish one game and then move onto the next? This is the dominant pattern of play for gamers. What happens when players stop consuming and starts investing in a single evergreen computer game for years on end? Players of traditional games specialize Across the 5500+ year history of gaming and sports, players typically focus on a single game and turn it into their predominant hobby. A chess player may dabble in other games, […]

Coercive Pay-2-Play Techniques

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Coercive monetization models are used by many of the large corporations that dominate the “Pay to play” (P2P) charts in retail, console and mobile. They employ carefully engineered psychological traps intended to defraud ignorant players of their money. This shocking expose shines a light on their dark, inhumane practices. Be forewarned: Despite extensive examinations of opinions similar to my own, I am intentionally unaware of any company that manages to use these systems of coercion […]