Posts Tagged Game Design

Emergent Gameplay R&D: Example of Thinking by Building

Jun 2, 2014

I’m a huge fan of the idea that you can (and should!) think by building, and build to answer questions. Granted, sometimes the purpose of building something is to bring something specific into existence that we understand fairly well ahead of time. Especially when first studying classic game design deeply through remaking classics, we have… Read more »

Start Before You Have an Idea

Feb 28, 2014

I received this message the other day: “I don’t know how to come up with an idea for a game. My problem is that I can’t come up with an original idea. I had many ideas for games, but it turns out those have already been created by other people.” As always, I really appreciate… Read more »

Studying Game Design Through Pac-Man Ghosts and Cut Scenes

Feb 1, 2014

I’ve been experimenting with new recording approaches to better and more easily integrate slides, proper video camera (as opposed to webcam), and game/video screencast. I’ve prepared this lecture on game design, in this case studied through detailed investigation of ghost AI and historical consideration of the cut scenes, to test my updated set up: If… Read more »

Create Momentum and Experience by Making Recognizable Things

Dec 21, 2013

In this latest video entry I’m revisiting a few of the key ideas that consistently come up with developers that are past the programming language basics, but stalling a bit on figuring out what type of game to make. I’m collecting these thoughts and fitting them here in the context of a new central message:… Read more »

Degamification of Games

Dec 3, 2013

Is your game still fun to play without scores, limited lives, ammo limits, and restricted access? Related: consider why Game Genie was so successful. Here are the invulnerability and unlimited ammo settings from the MechWarrior 2 (1995) options menu, available right out of the box, as mentioned in the video: I’d love to see a… Read more »

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