23 February 2006
22 February 2006
19 February 2006
One-Button Fun With Strange Attractors » Fun-Motion Physics Games
by bcpbcpStrange Attractors by Ominous Development was created for Retro Remakes’ One Switch Competition. It tied for sixth place in the competition, but has since been nominated as a finalist for game design in this year’s Independent Games Festival. Everything in the game is controlled by a single button. In Strange Attractors, this single button toggles in the influence of gravity between the player’s ship and everything else
18 February 2006
Christian Nold Interaction Design RCA
by bcpbcp (via)Hypothetical biofeedback computer game with pulse rate sensors.
Casual Game Design » Game design at Casuality Europe
by bcpbcp# Make it really hard.
# Have a dozen mediocre game modes instead of one good one.
# Make it a 600 MB download that requires two next generation video cards and 4GB RAM.
# Price your game at $35 or $3.50 and sell only from your myspace homepage.
# Use the right mouse button.
# Give it a terrible name or theme.
# Award low scores.
# Expect users to read.
# Make it challenging and cerebral.
# Ignore what everyone else says about your game.
29 January 2006
Casual Game Design » The spacebar is all you need to have fun
by bcpbcpA couple years back, I sent my mother an interactive Christmas card. The card was actually a little game. You played Santa and you were skiing down a hill. Along the hill were various obstacles and you had to jump over them by pressing the spacebar.
Casual Game Design » Coming up with game ideas
by bcpbcpComing up with game ideas is a creative process without much structure to it.
Blog of Booth
by bcpbcp (via)A blog about my life, game design theory, music, and whatever else is currently in my field of interests.
28 January 2006
23 January 2006
20 January 2006
19 January 2006
Raph’s Website » Masaya Matsuura’s foreword
by bcpbcpthe Japanese edition of A Theory of Fun for Game Design is out now. Masaya Matsuura was kind enough to write a foreword for this edition
Gamasutra - Book Excerpt - "Patterns in Game Design: Using Design Patterns"
by bcpbcpThe following is a selected excerpt of Chapter 4 from Patterns in Game Design (ISBN 1-53450-354-8) published by Charles River Media, Inc.
GameStudy.Org » Blog Archive » Game Design, Trading Markets, and Playing Practices
by bcpbcpOriginally, this paper was prepared for an international conference of gaming. We were rejected for some shortcomings. Severe comments from two game academics were extremely appropriate, and gave great helps to revise this work. Now, we are in work to improve this article.
16 January 2006
Raph Koster's Home Page | Moore's Wall: Technology Advances and Online Game Design
by bcpbcpThis talk was given as part of an IBM Games on Demand webcast conference.
“We should remember that 90% of the online game players out there are playing a game that was not developed by a professional: they’re playing CounterStrike, which was user-created.”