Posts Tagged ‘Game Design’

Recently (as covered in a previous entry) I picked up a copy of Planescape: Torment, the best game you probably never played.

I’ve probably sunk around 22–26 hours into it so far, and the deeper I get into the game the more astounded I am by how ambitious Black Isle were.


I’ve never liked Paul Barnett much. Between the funky sunglasses and the not playing MMOs I really had no idea what he was trying to achieve, considering his position as a nerdy MMO designer.
With the recent shuffling around at EA, Paul is now creative director of the Bioware/Mythic MMO division. (Dead god I hope he [...]


iPhone Games

23Jul09

Over the past few weeks I’ve been experimenting with the available iPhone games, getting an idea for the capabilities  and constraints of the platform. Having spent some time with the best looking games on the app store I thought I’d put up some mini-reviews of my favorites so far:
Fieldrunners
Tower Defense Strategy from Subatomic Studios, LLC.

Fieldrunners [...]


In my previous post I talked about the inability of some community managers to shrug off old clichés and start customizing their practice to the needs of their community.
The inability to recognize those needs runs in parallel to the inability to innovate for your community. If you can’t recognize and meet their needs in one [...]


As a long time player of Guild Wars I recently decided to throw together a summary of  development ideas, and the lessons I view as important to be learned for the development of Guild Wars 2.
Read on after the jump.


In my recent spate of trolling fellow bloggers comment sections with my unholy walls of text I stumbled into the following conversation with a member named Mist, over on Scott Jennings’ blog. As with my last entry, I thought it was interesting enough to share here.
It’s a very interesting article, by the way, so if [...]


In a post by Ryan Shwayder on official forums being a necessary evil, I came across this comment from a user called makkaio:
Yes. But I think official forums should be used, like you say, to build community. Forums should not be used for serious feedback. Other methods that provide better results for feedback should be [...]


Fun = Success

19Jan09

Your role as a designer is to recognize and develop fun concepts, period. Fun is the core of gaming as a whole, and absolutely everything else builds up from that foundation.
This post was inspired in part by this very well written retrospective from Adam Martin, where he talks about why he believes Tabula Rasa failed. [...]


My gaming background is pretty mixed. I started taking it seriously with the Sega Megadrive RPG titles such as Shining in the Darkness and Sword of Vermillion. Later came isometric PC RPGs like Baldur’s Gate and Planescape Torment. Some of these games remain favorites to this day.
However, my whole fascination for storyline and depth was [...]