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PUBLIC MARKS with tags "game design" & "blog post"

February 2006

GameCultura: Mini Games Experimentais

by bcpbcp
# o projeto todo deve ser feito por uma pessoa apenas em uma semana; # e cada jogo deve estar centrado em apenas um dos play elements fundamentais (isso é jargão de game designer, mas são basicamente os elementos que diferenciam os games dos outros softwares)

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.

The Ludologist » Blog Archive » How to Beat the Boss

by bcpbcp
But really, I think the current boss conventions work quite well because reversals are basically exciting, dramatic if you will.

January 2006

Casual Game Design » Coming up with game ideas

by bcpbcp
Coming up with game ideas is a creative process without much structure to it.

Only a Game: The Rituals of Alea

by bcpbcp
Games designers have a tendency to overlook or dismiss alea (chance), although in cultural terms it is a highly significant class of games. The global video games industry has around $28,000 million turnover, whereas the global gambling industry is worth a staggering $1,098,000 million, forty times as much.

Lost Garden: Creating a system of game play notation

by bcpbcp
"It occurred to me the other day, “What does the world of music have to offer to game designers?”" Análise de jogabilidade através de notação musical.

November 2005

Only a Game: A Game Design Grammar

by bcpbcp & 1 other
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.

Lost Garden: The myth of programmer-designer greatness

by bcpbcp
"Here’s a phrase from an earlier post that harkens back to the ancient days when game developers beat their dinner dead with bone weapons. “The best game designers are also programmers.” (Apologies to Dylan Fitterer for taking this out of context.)"

October 2005

A Digital Sailor’s Diary » Blog Archive » Do Themes Sell Games?

by bcpbcp
"Why is Water Bugs selling better than cosmo bots, Bricks of Atlantis selling better than Bricks of Camelot and Big Kahna Reef selling well?"

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last mark : 18/02/2006 23:13