Eros ex Math 4 Digital image by Peter Miller ©2004 https://web.archive.org/web/20060114075521/www.perpetualocean.com/amgallery8.html I was recently sent a gallery of erotic mathematical renderings by a friend with a remarkable nose for the obscure. They are certainly evocative. It goes to show how a little art training goes a long way in the pursuit of the harder sciences. Naturally this got me thinking of on one of my favorite topics. How do we create high impact experiences without […]
Jesse Schell, over at Carnegie Mellon, dropped me a note on a fun project documenting game design innovations. I normally do not post the editorialized links that you find on many sites. For this, I’ll make an exception. Here’s the blurb: “The Game Innovation team is launching The Game Innovation Database (GIDb) today. The goal of the GIDb is to: Document every innovation in the entire history of computer and videogames. Provide a comprehensive taxonomy […]
I was flipping through my copy of EGM with my fiancé just the other day. It was a rather embarrassing tour through the current gaming culture. In the first few pages, we perused the standard mixture of guns and ultra violence. “Look,” I pointed, “there’s Lara’s bum festooned with some charming grenade accessories. And check out those flying WW2 chaps on page 10. They certainly do bounce about when consumed in a massive fireball.” Finally, […]
It was six men of IndostanTo learning much inclined,Who went to see the Elephant(Though all of them were blind),That each by observationMight satisfy his mind. John Godfrey Saxe,“The Blind Men and the Elephant” To understand game design, it is common to look at games from a wide variety of perspectives. Much like the blind men describing the elephant in the old Indian tale, each perspective brings something new to the picture. However, if we restrict […]
It occurred to me the other day, “What does the world of music have to offer to game designers?” On my first dive into the topic, I latched onto the use of musical notation to express complex melodies. After pounding on buttons in my last session of Mario and Luigi: Partners in Time, there was an eerie parallel with the rhythm of rewards in a typical game. The bloops and bleeps of the various attacks […]
Gamdev.net was kind enough to post my essay on genre addiction earlier today. You can find the full text here:https://web.archive.org/web/20051225071630/http://www.gamedev.net/reference/design/features/genreaddict/ Folks have posted a few typos that I’ll fix as soon as I get back into town. Comments are very welcome. -Danc.
One of my goals with this blog is to formulate a ‘new game development methodology’ that empowers the little guy and helps the growth of innovation in the game industry. How do we build innovative, highly addictive games more quickly and with lower risk? Part of the answer is the rigid application of gaming metrics to the process of improving player addiction. The Legacy of Cowboy DesignersThe traditional designer is a cowboy designer. Modern game […]
Making a great game with limited resources is all about focus. There are a wide variety of areas that you can put resources into ranging from core gameplay to level design to story. The problem facing most new game developers is that they attempt to have the best of all worlds. That, my friends, is a recipe for failure. This little post describes the concept of game design layers and gives you some very simple […]