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Posts tagged game design

Wii Warm Up: More freeform game design

We enjoyed reading your ideas last time, so we thought we'd have another brainstorming session. Let's hear your pitches for possible Wii games. Get creative, and see if you can come up with something totally new! The only rule is that it has to be completely awesome, or not....

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Cryptic G4 ads promote animated game design comedy

If you've been watching G4 lately (and if so, may we ask why?) you've probably seen a couple thousand 30-second spots promoting a mysterious, retro-stylized game company called GameAVision. The viral marketing got even weirder yesterday with an e-mailed press release that touts the two advertised ga...

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Ohio Game Jam asks: can you make a game in 24 hours?

Ohio University's Post Online brings us a story on the Ohio Game Jam, a competition among amateur designers who try to create the best game possible in only 24 hours. The winning title was developed in only two hours, which is still a longer development cycle than some commercial products seem to ha...

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A numerical history, and future, of flOw dev That Game Company

On the first floor of Moscone's North hall last Friday, flOw developer That Game Company presented their storied origins. Co-founders Jenova Chen, who took a brief recess from the company to help on the DS version of Will Wright's Spore, and Kellee Santiago, met at the University of Southern Califor...

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Patrick Curry completes his 52 game ideas

With all the New Year's celebration we forgot to check in on Patrick Curry (Stubbs the Zombie, John Woo's Stranglehold), who set out to make 52 new game ideas, one per week, for the entirety of 2006. On January 1, Curry finished his project with Swordplay, a fighting card game. The last time we chec...

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Under the hood: game mechanics

Lost Garden has posted a very interesting article about game mechanics and how they work. The core belief that they are trying to impart is taken from Ralph Koster's book A Theory of Fun, "Game mechanics are rule based systems / simulations that facilitate and encourage a user to explore and learn t...

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A better way to die?

Blogger Tuebit over at WorldIV riffs on a great thread going on at the MMO Round Table forum. The central question: how to handle death in massively multiplayer games? Using Tolkien's universe as a template, Tuebit argues that death should come rarely (if at all). Maybe. The discussion feels too ...

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Picture it: top secret game design manual found in dumpster outside big game publisher's HQ

A: Lara Croft Tomb Raider B: Ridge Racer C: Auto Assault D: $mad profit$ Previously: Console ownership; Fanboys fight harder; The first paradox of gaming....

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Why aren't simulation games simulating fun?

Greg Costikyan gave PlayFirst's Cinema Tycoon a go and found it lacking. Sure, the game's got everything that fans of the "tycoon" genre have come to expect (maximize your profits in industry X while micro-managing staff, product and investments), but Costikyan wonders if maybe the game misses an op...

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Game designers stuck being "Romantic"

Our readers amaze us. In responding to our post about the "perfect" game enemy, reader Brad Lee diagnosed the ailment that afflicts game designers who insist on using the same old slobbering, ugly Zombie-Alien-Nazi enemies. Here's Brad's post, edited for brevity: The problem is that games are sti...

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