Posts Tagged Theory

Game Tuning and Balance: Is the Optimal Strategy Most Enjoyable?

Nov 30, 2014

Canabalt is an exceptional game. In case you missed it – a real possibility since despite its breakout popularity, time passes very quickly in mobile and browser-based games – it was among the first modern wave of one-button infinite runners that then led to countless clones. You can still play it free in browser at… Read more »

Solo Home Videogame Development as Meditative Practice

Oct 31, 2014

The other day I read 3 Sources of Happiness That Aren’t Tied to People or Stuff. It’s a pretty short article, and well formatted to be easily skimmed if you don’t feel liking giving it full attention. Heck, the first two sentences pretty well lay it out: It’s incredibly important to find sources of happiness… Read more »

Payment Models and Game Design Tastes

Apr 16, 2014

How we pay has a role in shaping what we play. I touched briefly on this in my recent Lost Levels talk. It’s also a topic that I wrote about a year ago in Influence of Business Models on Game Design. I’ve reused and updated a few of those same points from that past entry,… 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 »

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 »

All contents Copyright ©2017 Chris DeLeon.

Site production by Ryan Burrell.