Posts Tagged Game Design

Skill in Mediated Input

Dec 5, 2011

This is a work-in-progress, excerpted and adapted from a longer but unfinished paper that I am working on to share in a future HobbyGameDev entry. [Updated: the rest of the paper, Mediated Input, is now finished and available] The paper as a whole focuses on mediated input: the use of mechanical and/or electrical controls rather… Read more »

Colorful Oceans and Chunky Sauces

Nov 30, 2011

The 2005 book Blue Ocean Strategy popularized the distinction between Red Ocean and Blue Ocean. Red Ocean refers to competition with the existing market leaders at what they do best. Blue Ocean refers to making something characteristically different than what market leaders are doing. The arms race taking place between Medal of Honor, Battlefield, and… Read more »

Skills to be Mastered: The Merits of Fixed Difficulty

Nov 30, 2011

The idea of scaling or increasing difficulty as a player gets better – either over the course of a game or adaptively based on a player’s level – seems obvious. We know from the now popular concept of flow (and common sense) that boredom occurs when someone’s skill exceeds the challenge, frustration occurs when challenge… Read more »

The Appeal of Modern Military FPS Games

Oct 31, 2011

Q: It seems horrific that so many of the highest profile games lately have been depicting modern warfare in first-person. Why do people find a thrill in experiencing reality as soldiers? A: Playing a videogame is, fortunately for everyone involved, quite different than experiencing reality as soldiers. Playing a videogame is even less real than… Read more »

Galaga and Making Interesting Decisions

Sep 23, 2011

I keep up with incoming links to this blog (thanks to everyone that shares links in – I notice!), and this morning I caught a discussion about one of last month’s entries, Many Games Are Not About Choices. A counter-argument came up that I suspect may be a common reaction among readers, and I would… Read more »

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