You are currently browsing the archives for the category: Game Critique

July 15, 2010

Game Design: De-Automation—Human vs. Computer Creativity

A recent group of “de-automated” games explore the division of labor between humans and computers in creative tasks.

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April 28, 2010

Games as Art: A Dwarf Fortress Example

An example of how art arose in a game of Dwarf Fortress.

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April 18, 2010

Innovation is always good

Innovation, in computer games at least, is always good. Well, that depends on what you mean by “good”. Is an innovative game always a fun game? No. Does an innovative game always make money? No. So what’s the point? The point is that every innovative game advances knowledge in some way. Even if only one [...]

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April 13, 2010

Game Design: Breaking the Bank in Uplink

The computer game Uplink rewards you for thinking like a computer criminal.

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Aleatory Apophenia: Endless Frontier Towns

A minor feature of Super Robot Taisen OG Saga: Endless Frontier can fool the player into thinking of the characters as real people.

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March 30, 2010

How Braid Fails

Failure is not a bad thing because it helps people learn. The problem is that sometimes people fail in such a way that you really have to question how they’re thinking; sometimes you just feel like their entire way of thinking has to be torn down and started from scratch. In this blog post I’ll go through the various ways that Braid failed, and what made me angry enough to want to punch someone.

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October 1, 2009

Game Design Basics: Social Contract

Games involve social contracts between the designer and the player(s).

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March 5, 2009

Game Design: Junk Food vs. Nutrition

It probably won’t surprise you to hear that I often think about why people play games.  For a while I’ve been batting around a metaphor that I find useful: Junk food vs. Nutrition. Some games are simply fun.  They provide some sort of pleasure from manipulating the components or developing skill.  One of my favorite [...]

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September 24, 2008

Difficulty and game skills

I’ve noticed that I haven’t really been enjoying “twitch” games, that is, games that have action and focus on manual dexterity and/or timing.  I’ve especially been frustrated by those that are difficult.  Today I started thinking about why that might be the case.  (Brought on by playing Mega Man 9.) The thing about action games [...]

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June 13, 2008

A Critique of MyMiniCity; Also, cool PHP bricolage

So, if you’re not familiar with MyMiniCity, you might want to check it out. I think it’s a rather clever idea. The basic “play” of MyMiniCity goes as follows. Create a city. This gives you a subdomain, like http://cobweb.myminicity.com (Full disclosure: It’s a city I started). Each city page has a neat little Flash map [...]

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