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Posts Tagged ‘Design’

True to Design: What I’m Reading

March 5, 2012 Leave a comment
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Friday Friends Feature: Stephen Cheney

March 2, 2012 Leave a comment

Systems sans Setting is the blog of Stephen Cheney who I am featuring this week. I have known Stephen for a long time and he has always astounded me with his insight into games and systems. Stephen is a dream team member and someone I feel can add to any game project. Take some time check out his blog and read the awesome!

True to Design: What I’m Reading

February 27, 2012 Leave a comment
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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 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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Friday Friends Feature: Brandes Stoddard

January 13, 2012 Leave a comment

Brandes Stoddard is a game designer and writer of many talents. I have known him for many years and gotten to experience his creativity as a writer and a designer in a variety of ways from table top games, larps, short stories, and having him on my team as a designer. Currently I play in his LARP Dust to Dust which if you are in the Atlanta, Georgia area I recommend checking out. Brandes also has a great blog called Harbinger of Doom where he writes about systems for table top, larps and video games. What I enjoy most is that he gives his thought process into why and how he designs which is really cool. So give him a read and if you get a chance come out and play Dust to Dust.

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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