I think projects are most likely to succeed when you only have to learn one or two new skills to see them to completion. Even for people like me with programming experience, complex tool chains like Unity demand a lot from you, and I think that’s discouraging for new devs. Source: Far Away Times: How […]
Category: Game Studies
Decisions for Us — University XP
An idiogame is a series of interesting decisions that produces a personal outcome. Unlike orthogames; these decisions don’t necessarily resolve to help individual players win in the game or win against each other. Source: Decisions for Us — University XP
What is Strategy in Gameplay? — University XP
But what is “strategy;” and what role does it play in game play, game design, game, development, and applied games? Source: What is Strategy in Gameplay? — University XP
The Default Number of Players is One – KEITH BURGUN GAMES
I believe I have isolated the fundamental properties of a certain kind of machine. It is a machine which arranges its information in such a way so that a user may make inputs to the system and receive meaningful feedback about that system. The user is attempting to reach a certain state – the “win” […]
ShippBoard Games: Defining Conflict
So, what is conflict? What kinds of conflict are found in board games? What would a conflict-free game look like? Source: ShippBoard Games: Defining Conflict
GameTek #12: Generation P | Revue
procedural narrative generation – specifically crafting a story in response to player actions. Source: GameTek #12: Generation P | Revue
Randomness, and “Random Value Absorption Thresholds” – KEITH BURGUN GAMES
As with many things in game design, the objective with this random value is to make sure that we have enough of it that it’s doing the job of randomness, but not so much that it is the thing driving the car. We want the player to be mainly driving the car; we want the […]