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

March 8, 2014

Bad End: You can’t trust game writers – Dragon Age, Fallen London, etc.

First, a simple example to get the idea across. Daggers of Darkness is a gamebook, part of the classic Fighting Fantasy series. (I’m afraid there will be some spoilers, but oh well.) It’s a very elaborate book, with many paths, but they all lead to one confrontation (or death, but, well). After going through more […]

April 9, 2011

Creativity: Creating Worlds

I’ve been thinking about what’s appropriate for this blog. Should it be solely about games and game design? The subtitle says “Explorations into game design and creativity”…and I think that’s the answer. Creativity is important to me, and game design is one of the most important expressions of creativity for me…but it’s far from the […]

March 22, 2011

Game Design: The missing player type

Many efforts have been made to divide computer game players up into different types, in attempts to better understand why players play games, and thus how to make computer games that players will enjoy. One of my favorite attempts at player classification is Mitch Krpata’s A New Taxonomy of Gamers (this link goes to the […]

March 19, 2011

Game Design: Flow and difficulty locks

Flow is a term that gets bandied about every now and then in game design. For a good overview, there’s Jenova Chen’s MFA thesis. I’ll provide a very quick summary: If a game is too easy, the player can feel bored. If a game is too hard, the player can feel frustrated. In that zone […]

December 15, 2010

Game Design Basics: Gaming the system, cheating and exploits

The basics of exploits and unfair advantages.

September 1, 2010

Why Social Games Aren’t That Social

The dominant feature of “social games” isn’t that they’re social, it’s something else.

August 8, 2010

Game Design Pattern: Dual-State Platformers

Legacy of Kain: Soul Reaver and Eversion are examples of platformers featuring change of state.

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.

June 25, 2010

Audience-prompted storytelling

“Audience-prompted storytelling” is my name for a relatively new form of storytelling.

June 20, 2010

Game Design Basics: Components

Games consist of mechanics, statistics and setting material.