May 2006
Open Valley Project
by wideandsmall (via)About Games (Flash & Video Games), Web 2.0, Web Design and Websites.
April 2006
March 2006
The 20' By 20' Room: John Kirk's Design Patterns of Successful Roleplaying Games
by bcpbcp (via)John Kirk has written a book, Design Patterns of Successful Roleplaying Games, in which he tries to catalogue successful game mechanics, why they work, and when (and when not) to use them. Design patterns are a communication tool from software development -- the idea is that successful projects will tend to have recurring patterns, and that by naming and describing them and the situations that call for their use, we can make it easier to turn tacit, experiential knowledge into a teachable skill.
nongames.com - Books
by bcpbcpThis is a non-exhaustive list of recommended books. New titles might be added to the list in the future.
Books are organized by general subject (Technical Books, Game Design, Game Studies and related subjects) and, within subject, by no particular order.
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
Christian Nold Interaction Design RCA
by bcpbcp (via)Hypothetical biofeedback computer game with pulse rate sensors.
"God of War" é o grande vencedor de premiação de Academia - 10/02/2006 - UOL Jogos - UOL Jogos
by bcpbcpA Academia de Artes e Ciências Interativas - AIAS, na sigla em inglês - anunciou os vencedores do Prêmio Anual de Realização Interativa. A premiação ocorreu no congresso DICE (sigla para design, inovação, criação e entretenimento), realizando entre 8 e 10 de fevereiro.
January 2006
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.
Only a Game: A Game Design Grammar
by michael.james.smith & 1 other (via)What does it mean to talk of a grammar of game design? And does specifying such a grammar give us an insight into the underlying structure of games, or a new method for approaching game design - or both? Because games vary from pure mathematical formalisms (at the ludic extreme) to behavioural descriptions (at the opposite extreme), any formal reductionistic system will either be focused primarily on the former, or require sufficient latitude to express practically infinite diversity. One such approach is to define a categorial grammar of game design.