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Archive for the ‘True to Design’ Category

True to Design: What I’m Reading

February 20, 2012 Leave a comment

David Jaffe and the Language of Interactivity:  http://www.gamasutra.com/view/feature/6704/david_jaffe_and_the_language_of_.php

Don’t Let the Pebbles Cover the Rocks: http://www.greatleadershipbydan.com/2012/02/dont-let-pebbles-cover-rocks.html

Clones… clones everywhere!: http://psychochild.org/?p=1122

Tearing Down Barriers: How to Bring MMO Players Together: http://www.gamasutra.com/view/feature/6710/tearing_down_barriers_how_to_.php

Opinion: The principles of game monetization: http://www.gamasutra.com/view/news/40316/Opinion_The_principles_of_game_monetization.php

Will Tablet Game Quality Soon Leapfrog Consoles?:  http://www.gamasutra.com/view/feature/6711/will_tablet_game_quality_soon_.php

A One Man Board Game Buyer’s Guide (Part II): http://www.designer-notes.com/?p=104

What Makes Social Games Social?: http://www.gamasutra.com/view/feature/6735/what_makes_social_games_social.php

“Making of UO” articles at MMORPG.com: http://www.raphkoster.com/2012/02/17/making-of-uo-articles-at-mmorpg-com/

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True to Design: What I’m Reading

February 13, 2012 Leave a comment

Improving MMO Level Design: http://connectedxp.com/2011/12/18/improving-mmo-level-design/

How to Find a Business Mentor Who’ll Help You Achieve Your Leadership Goals : http://www.greatleadershipbydan.com/2012/02/how-to-find-business-mentor-wholl-help.html

SPONSORED FEATURE: TwitchTV – How to Build Community Around Your Game in 2012: http://www.gamasutra.com/view/feature/6694/sponsored_feature_twitchtv__how_.php

Building the World of Reckoning: http://www.gamasutra.com/view/feature/6692/building_the_world_of_reckoning.php

Self-Perception Theory and Marketing through Avatars: http://www.psychologyofgames.com/2012/02/self-perception-theory-and-marketing-through-avatars/

Jerked Around by the Magic Circle – Clearing the Air Ten Years Later: http://www.gamasutra.com/view/feature/6696/jerked_around_by_the_magic_circle_.php

How to Survive a Meeting with the CEO: http://www.greatleadershipbydan.com/2012/02/how-to-survive-meeting-with-ceo.html

In Their Own Words: Qualities of Great Leaders: http://www.daveramsey.com/article/in-their-own-words-qualities-of-great-leaders/lifeandmoney_business/?ectid=bitlyified020820121349

Principles of an Indie Game Bottom Feeder: http://www.gamasutra.com/view/feature/6698/principles_of_an_indie_game_bottom_.php

Virtual Goods – An Excerpt from Social Game Design: Monetization Methods and Mechanics:  http://www.gamasutra.com/view/feature/6700/virtual_goods__an_excerpt_from_.php

A New Legend Forms Around Legendary Adventure Game Designer: http://rampantgames.com/blog/?p=3924

What drives the developers of Unity?: http://www.gamasutra.com/view/news/39485/What_drives_the_developers_of_Unity.php

Categories: True to Design

True to Design: What I’m Reading

February 6, 2012 Leave a comment
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True to Design: What I’m Reading

January 30, 2012 Leave a comment
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True to Design: What I’m Reading

January 23, 2012 Leave a comment

Reality Is Broken: Yup, Sure Is: http://doublebuffered.com/2012/01/15/reality-is-broken-yup-sure-is/

Guest post: Vostu’s insights on retention patterns in social vs. casual games: http://www.insidesocialgames.com/2012/01/16/guest-post-vostus-insights-on-retention-patterns-in-social-vs-casual-games/

Minecraft, Intellectual Property, and the Future of Copyright : http://www.gamasutra.com/view/feature/6591/minecraft_intellectual_property_.php

Commodifying culture:  http://www.raphkoster.com/2012/01/17/commodifying-culture/

Thank God I’m not gaming in 2003: http://biobreak.wordpress.com/2012/01/17/thank-god-im-not-gaming-in-2003/

Identifying the major families of free-to-play items: http://www.gamasutra.com/view/news/39699/Identifying_the_major_families_of_freetoplay_items.php

The Design of Free-to-Play Games, Part 2: http://www.gamasutra.com/view/feature/6592/the_design_of_freetoplay_games_.php

Creating the Conditions for Sustainable Innovation: http://www.greatleadershipbydan.com/2012/01/creating-conditions-for-sustainable.html

The Invisible Hand of Super Metroid: http://www.gamasutra.com/blogs/HugoBille/20120114/9236/The_Invisible_Hand_of_Super_Metroid.php

Persuasive Games: What is a Game Bundle?: http://www.gamasutra.com/view/feature/6595/persuasive_games_what_is_a_game_.php

The Trouble with Typecasting: Starbreeze, Syndicate, and the Future: http://www.gamasutra.com/view/feature/6596/the_trouble_with_typecasting_.php

Narrative is not a game mechanic: http://www.raphkoster.com/2012/01/20/narrative-is-not-a-game-mechanic/

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True to Design: What I’m Reading

January 16, 2012 Leave a comment

Ken Levine on the Storytelling Craft of BioShock Infinite: http://www.gamasutra.com/view/feature/6586/ken_levine_on_the_storytelling_.php

Improving F2P: http://www.raphkoster.com/2012/01/09/improving-f2p/

7 Things To Know About HTML5: http://www.gamasutra.com/view/feature/6587/7_things_to_know_about_html5.php

CES: PlayStation’s role in Sony’s big unified entertainment plan: http://www.gamasutra.com/view/news/39559/CES_PlayStations_role_in_Sonys_big_unified_entertainment_plan.php

Vostu: social games with real-time multiplayer more likely to go viral: http://www.insidesocialgames.com/2012/01/10/vostu-social-games-with-real-time-multiplayer-more-likely-to-go-viral/

Tension Maps: A Process for Identifying Low-Risk Design Opportunities: http://www.gamasutra.com/view/feature/6436/tension_maps_a_process_for_.php

Interview: What RISK: Factions hopes to do for ‘real’ games on Facebook: http://www.gamasutra.com/view/news/39434/Interview_What_RISK_Factions_hopes_to_do_for_real_games_on_Facebook.php

EverQuest II‘s free-to-play switch spurs 300% jump in new players: http://www.gamasutra.com/view/news/39583/EverQuest_IIs_freetoplay_switch_spurs_300_jump_in_new_players.php

F2P vs subs: http://www.raphkoster.com/2012/01/11/f2p-vs-subs/

Analysis: SOPA and its effect on digital distribution for independent development:  http://www.gamasutra.com/view/news/39605/Analysis_SOPA_and_its_effect_on_digital_distribution_for_independent_development.php

Ten Tips to Becoming an Indie Game Developer: http://rampantgames.com/blog/?p=3785

Is immersion a core game virtue?: http://www.raphkoster.com/2012/01/13/is-immersion-a-core-game-virtue/

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True to Design: A Note on Design Documentation

January 12, 2012 Leave a comment

Design documentation that does not get read is as useful to production as masturbation is to reproduction. It can be self satisfying and messy but it doesn’t produce the desired end product.

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True to Design: What I’m Reading

January 9, 2012 Leave a comment

Here is some links to articles I found interesting in the last two weeks.

RPG Design: Skill-Based Systems: http://rampantgames.com/blog/?p=3726

Marital Observations in a Galaxy Far, Far Away: http://biobreak.wordpress.com/2012/01/02/marital-observations-in-a-galaxy-far-far-away/

A theory about humor in games: http://www.gamasutra.com/view/news/39433/Opinion_A_theory_about_humor_in_games.php

Features In, Features Out: http://www.eldergame.com/2011/12/features-in-features-out/

Module-Based RPG Adventure Design in CRPGs: http://rampantgames.com/blog/?p=3728

RPG Design: Staying Classy: http://rampantgames.com/blog/?p=3723

2011’s Most Popular Facebook Games by Genre: Arcade, Casino, Hidden Object, Strategy: http://www.insidesocialgames.com/2011/12/29/2011%E2%80%99s-most-popular-facebook-games-by-genre-arcade-casino-and-hidden-object-games-dominate-strategy-shows-strong/

Dealing With Death: Streamlining The Player Experience: http://www.gamasutra.com/view/feature/6580/dealing_with_death_streamlining_.php

Star Wars: TOR Points To ‘Healthy’ MMO Market – Analyst: http://www.gamasutra.com/view/news/39333/Star_Wars_TOR_Points_To_Healthy_MMO_Market__Analyst.php

Good design, Bad design, Great design: http://www.raphkoster.com/2011/12/16/good-design-bad-design-great-design/

When Making Games For Kids, Test Games On Kids!: http://www.gamasutra.com/view/news/36350/When_Making_Games_For_Kids_Test_Games_On_Kids.php

The Designer’s Notebook: Bad Game Designer, No Twinkie!: XIIhttp://www.gamasutra.com/view/feature/6577/the_designers_notebook_bad_game_.php

Learning From The Masters: Level Design In The Legend Of Zelda: http://www.gamasutra.com/view/feature/6582/learning_from_the_masters_level_.php

Examining Subjective Difficulty: How Plumbers Can Fight Demons: http://www.gamasutra.com/view/feature/6583/examining_subjective_difficulty_.php

Making games more cheaply: http://www.raphkoster.com/2012/01/04/making-games-more-cheaply/

What the Copycat Saw: Creative Theft in Mobile and Social Games: http://www.gamasutra.com/view/feature/6584/what_the_copycat_saw_creative_.php

Ideal Self Image and Game Choice: http://www.psychologyofgames.com/2012/01/ideal-self-image-and-game-choice/

Game Development. Cheaper.: http://rampantgames.com/blog/?p=3750

The four lenses of game making: http://www.gamasutra.com/view/news/39516/The_four_lenses_of_game_making.php

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Fallen Earth on Sale

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Fallen Earth Facebook Trading Cards App

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