Archive for January, 2012

True to Design: What I’m Reading

January 30, 2012 Leave a comment

Six Things I’m Loving About My Return To Star Trek Online:

Playing to Win? Measuring Social Interaction in Games:

An atomic theory of fun game design:

Fun vs features:

Why Appreciation Matters So Much:

How to Get the Most Benefit from an Executive Development Program:

Easy Player-Made Content:

Narrative isn’t usually content either:

Leading in a New Direction – 3 Techniques for Thinking up New Business Ideas:

Gamification Facts & Figures:

Awesome paper on games math:

Opinion: Plagiarism as a moral choice:

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Friday Friends Feature: Andy Kemp

January 27, 2012 Leave a comment

The Hollywood Projects

An obsessive quest to rank all the movies, one director at a time. Updates weekly.

Andy Kemp is an amazing writer and designer. Besides putting together fun dialogue for games and some of the coolest scripts I have read he also maintains a blog about movies. If you like to to read intelligent, witty and insightful views on film check him out at The Hollywood Projects.

True to Design: What I’m Reading

January 23, 2012 Leave a comment

Reality Is Broken: Yup, Sure Is:

Guest post: Vostu’s insights on retention patterns in social vs. casual games:

Minecraft, Intellectual Property, and the Future of Copyright :

Commodifying culture:

Thank God I’m not gaming in 2003:

Identifying the major families of free-to-play items:

The Design of Free-to-Play Games, Part 2:

Creating the Conditions for Sustainable Innovation:

The Invisible Hand of Super Metroid:

Persuasive Games: What is a Game Bundle?:

The Trouble with Typecasting: Starbreeze, Syndicate, and the Future:

Narrative is not a game mechanic:

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Friday Friends Feature: Casey Dockendorf

January 20, 2012 1 comment

The Art and Mind of Casey Dockendorf


Casey Dockendorf is another amazing artist I got to work with. He is a man of many talents. Take a moment to check out his work at his blog The Art and Mind of Casey Dockendorf.

True to Design: What I’m Reading

January 16, 2012 Leave a comment

Ken Levine on the Storytelling Craft of BioShock Infinite:

Improving F2P:

7 Things To Know About HTML5:

CES: PlayStation’s role in Sony’s big unified entertainment plan:

Vostu: social games with real-time multiplayer more likely to go viral:

Tension Maps: A Process for Identifying Low-Risk Design Opportunities:

Interview: What RISK: Factions hopes to do for ‘real’ games on Facebook:

EverQuest II‘s free-to-play switch spurs 300% jump in new players:

F2P vs subs:

Analysis: SOPA and its effect on digital distribution for independent development:

Ten Tips to Becoming an Indie Game Developer:

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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