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PUBLIC MARKS from bcpbcp with tags design & games

March 2006

The 20' By 20' Room: John Kirk's Design Patterns of Successful Roleplaying Games

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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

This 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

Strange 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

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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

A 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

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A blog about my life, game design theory, music, and whatever else is currently in my field of interests.

Gamasutra - Book Excerpt - "Patterns in Game Design: Using Design Patterns"

The following is a selected excerpt of Chapter 4 from Patterns in Game Design (ISBN 1-53450-354-8) published by Charles River Media, Inc.

Slashdot | Sex in Games Conference Announced

According to the group putting it on, the conference is to 'focus on the design, development, and technology of sex in video games from a national as well as international perspective.'

Raph Koster's Home Page | Moore's Wall: Technology Advances and Online Game Design

This 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.”

November 2005

IGDA - Articles - Bill of Rights

I first presented A Game Developers' Bill of Rights at a keynote presentation at the Montreal International Game Summit in November 2005. The Bill of Rights was part of a larger talk called Making and Breaking Rules: Game Design as a Critical Practice , which touched on issues of game design and the culture of games, as well as the business of the game industry. Following my talk, I prepared this short essay for the IGDA site.

Only a Game: A Game Design Grammar

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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.

Yaroze 2006 Sony Game Design Competition | Dexigner

Sony Japan is holding auditions to unearth new talent in the area of game creation.The Game Yaroze! 2006 (also known as "Let's Play a Game!") competition has been running since 1995.

October 2005

Reinventing Public Diplomacy Through Games Competition | USC Center on Public Diplomacy | PD & Virtual Worlds

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USC Center on Public Diplomacy is looking for people to showcase their talent with a bit of world class game-making. The challenge to the game mod community, and current and aspiring game designers is as folllows: design a prototype or modify a game incorporating the fundamental characteristics of public diplomacy.

Games * Design * Art * Culture - Greg Costikyan

Recent Presentations: games and storytelling, create new game styles