Showing posts with label gamasutra. Show all posts
Showing posts with label gamasutra. Show all posts

Wednesday, August 26

Enacting Experience on Gamasutra

I recently compiled the three Enacting Experience articles into one long article, with editing of course, and posted it on Gamasutra Member blogs. Someone at Gamasutra has decided to consider it a "Feature Post" which is pretty cool. Check it out.

Thursday, October 4

Indiegames.com Launched




The CMP Group has launched the official Indie Games Development website. These are the same peeople behind gamasutra.com, the Independant Games Festival, and Game Developer Magazine, so we know the site is in good hands. The site already has a good start so be sure to check it out.

Via Kotaku

Wednesday, July 25

Gamasutra: Where's The Design in Level Design?

My brother recently pointed me to an interesting Gamsutra article entitled "Where's the Design in Level Design." Written by Tito Pagan. The article comes in Two Parts: One, Two. The first part is admittedly more interesting than the second, which focuses more on how to develop levels rather than the design aspect. A good summary article comes from the first page, actually, where Pagan writes:
A well-designed level takes into consideration a whole set of requirements, such as user interaction and navigation, which are inherent to the purpose they serve. How will the spaces control and direct the player throughout the explorative and interactive experience? What sort of directional and responsive feedback mechanisms will be provided to assist the process? How will all of the elements tie together to form a cohesive environment that is well understood without compromising aesthetic appeal? The level designer must also consider the impact of particulars such as sound, space, lighting, pace, and scale.
The article is worth reading, the first part at least. Pagan talks about wall orientation and window design that is interesting enough in itself, not to mention its application to game design.
Check it out.

Tuesday, January 30

Rock Paper Scissors - A Method for Competitive Game Play Design

Gamasutra, a fantastic resource for game design enthusiasts, has recently featured an article written by and entitled Rock Paper Scissors - A Method for Competitive Game Play Design.

The article discusses creating an effective competitive multiplayer gaming system. How does one achieve this? Chelaru argues that the game should be balanced according to a signals and reactions. All attacks should be preceded by a signal, generally in the form of a character's animation. A defender should be able to read the signal and counter. Chelaru goes much deeper, eventually describing "fakes" and multiple signals.

Here is a good excerpt from the piece:

The presence of obvious, well-timed signals can greatly enrich the play experience. Keep in mind that for a signal to be effective in enriching the play experience, the player must be aware of the RPS relationship between the attacks. There are three criteria which must be present at this point:

  1. Each attack must have a known and effective defense or counter attack.

  2. Each attack must present a signal that is detectable.

  3. Each attack must occur after the signal at a time interval which allows the defender to react.

The read is rather enlightening. It discusses things we've always known, but defines them and disects them to a microscopic level. Read Away, and come back with any comments you may have on the article.