All posts tagged: Worth Reading

The Chemistry of Game Design

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It has been a bit quiet in the garden this summer as I’ve been busy working on a set of longer essays. The first, The Chemistry of Game Design, is up on Gamasutra this morning. You can read it here. A blurb from the article: ‘“…it was clear to the alchemists that “something” was generally being conserved in chemical processes, even in the most dramatic changes of physical state and appearance; that is, that substances […]

Rockets, Cars and Gardens: Visualizing waterfall, agile and stage gate

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The further I dig into new product development practices the more I crave a simple way of helping folks new to the concepts visualize them quickly. In that spirit, I’ve assembled a little pictorial journey through the intriguing landscapes of waterfall, agile, portfolio management and stage gate. For fun, there is also a description of how you can apply portfolio management techniques to individual agile project as a technique for additionally reducing the design risk. […]

What are game mechanics?

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The phrase “game mechanics” sends a pleasant shiver down my spine. At the heart of every game are these mysterious whirring clicking mechanisms that deliver to the player pleasure and thrills. We use them, we build them, but I’ve never seen a good unified definition of game mechanics that gives us a practical base upon which to build great games. Here is one. It is clobbered together from a variety of influences though many of […]

Convergence: A great word to hate

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We are entering the mythical land of game consoles as convergence devices. The Xbox 360 can play music, movies and games. So can the PS3. So can the PSP and it even has a web browser. Nintendo might toss in a bit of DVD playback into the Revolution for a chuckle or two. The dream of big media conglomerates and technologists seems to finally be coming to fruition. Just imagine: a single box that does […]

A Game Business Model: Learning from Touring Bands

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Most metropolitan areas sport a wide array of bands that eke out a reasonable living by touring about the nearby countryside. At every stop, they get a bit of cash from the till, sell a handful of t-shirts and maybe even an album or two. If they are good, they build up a sizable population of groupies that worships the ground they walk on and follows them from show to show. Very few people outside […]

Nintendo’s Genre Innovation Strategy: Thoughts on the Revolution’s new controller

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I’m still jet lagged from my recent trip overseas, but I managed to stay awake for the new Nintendo controller announcement. I must say that I’m feeling like an excited Japanese school boy waiting in line for the latest Dragon Quest. I’m not going to tackle whether or not this innovative device will be a market success for Nintendo. There will be so much riding on the 1st party titles, the 3rd party support and […]

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: […]