tag:blogger.com,1999:blog-5706222432360428997.comments2024-03-18T05:11:23.190-04:00Game Design AspectSande Chenhttp://www.blogger.com/profile/04783798710597097506noreply@blogger.comBlogger133125tag:blogger.com,1999:blog-5706222432360428997.post-53783542797571697272020-07-31T11:27:49.552-04:002020-07-31T11:27:49.552-04:00You want to write a blog post? Go to blog entries ...You want to write a blog post? Go to blog entries link and submit.Sande Chenhttps://www.blogger.com/profile/04783798710597097506noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-85487011880378926032020-07-23T09:46:02.496-04:002020-07-23T09:46:02.496-04:00In this essay, I want to pose questions about a de...In this essay, I want to pose questions about a design aspect which is particularly topical to social game design. This aspect is something that has not been traditionally associated with game design, but rather with marketing and distribution: virality.<br /><a href="https://vumootv.rocks/" rel="nofollow">vumoo</a><br />harish sharmahttps://www.blogger.com/profile/13411401815475941110noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-61161449760677947422019-10-01T01:30:38.208-04:002019-10-01T01:30:38.208-04:00Very nice post. I am also game lover and this post...Very nice post. I am also game lover and this post is very interesting for me. thanks for sharing.Boost Royalhttps://www.blogger.com/profile/15551589816296766498noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-24251056781326040822019-02-15T05:49:02.783-05:002019-02-15T05:49:02.783-05:00Virtual reality is much more than just a new form ...Virtual reality is much more than just a new form of entertainment, it is increasingly being used in a wide range of medical applications, from treatments to training.<br /><br /><a href="https://www.simwave.ca/" rel="nofollow">Custom e-learning</a>simwave.cahttps://www.blogger.com/profile/17954670327807813208noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-65895384366301945982019-01-15T07:30:20.459-05:002019-01-15T07:30:20.459-05:00When I first saw John Yorke's courses advertis...When I first saw John Yorke's courses advertised I had a lot of misgivings. I still do because he has no game writing credentials. I thoroughly enjoyed reading his book, Into the Woods, which is valuable for anyone wanting to improve their understanding of structure. But those ideas have to be adapted by people who understand how game writing works and how it fits with the gameplay design.Stevehttps://www.blogger.com/profile/09187223308129796513noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-62791864081031091912018-11-21T15:47:47.627-05:002018-11-21T15:47:47.627-05:00Brainstorming is just the initial step of generati...<br />Brainstorming is just the initial step of generating ideas. Mind maps gives a meaningful picture to brainstorming. Mind mapping helps in many situations. It can be used for work, for organizing a personal or family schedule, for setting your life goals and of course, you can also do a case study analysis using mind maps. Find these <a href="https://creately.com/blog/examples/mind-map-examples-creately/" rel="nofollow">mind map examples</a> to be used freely.Evanhttps://www.blogger.com/profile/01134034541170679170noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-40165646635917351552018-09-06T05:19:30.926-04:002018-09-06T05:19:30.926-04:00your article is seriously dumb af, no offense. tha...your article is seriously dumb af, no offense. that youtube video you linked clearly mention each issues and how each design as impact on game and gamer's experience. but yea, just like you said there are people who YOU think is "criticizing game but not understanding", there are always people like YOU who really doesn't understand anything at all.yogoshttps://www.blogger.com/profile/04051313825793866558noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-24592225707520158892018-09-03T17:03:53.618-04:002018-09-03T17:03:53.618-04:00As a writer or even a developer you can literally ...As a writer or even a developer you can literally take an image or an object and create a story for it. I've always took the saying "A picture is worth a thousand words" and realized that any story can be built on any image or object. You can make it a sad, happy or even angry moment depending on how you want to write it for an audience. Anonymoushttps://www.blogger.com/profile/12817803525829836384noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-76835214901272812492018-01-17T07:30:59.054-05:002018-01-17T07:30:59.054-05:00I see "passion" used in the same way I s...I see "passion" used in the same way I see "culture fit" used. Shorthand for "we want people who think like us, dress like us, look like us".<br /><br />After an interview in which someone who would clearly produce good work for the company, but the incompetent interviewers feel uncomfortable with because they're not the same, they can say "well, the candidate has the technical skills and did great on the questions, but you know, I just don't think she has the... passion for the role." Nods all round, we're not idiots, we're making a smart choice here.<br /><br />If you can't clearly define what you're looking for such that an outsider could judge whether a candidate has that quality or not, you're not fit to be interviewing. "Passion" and "culture fit" are warning signs; sometimes, the company is just copying words they see other people using and will actually turn out to be competent. Sometimes not.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-74983395958143715842018-01-06T00:17:12.634-05:002018-01-06T00:17:12.634-05:00Great take on this dynamic.
I've been designi...Great take on this dynamic.<br /><br />I've been designing & developing VR games for about a year and a half now, but I'm coming from ten years of college teaching and a career as a poet. I can't speak to what people look for when they're hiring (I'm only now applying for jobs after independently developing & this month shipping two titles for the Vive) but I am totally surprised by the homogeneity of much of the gamedev world. There's too many exceptions to count of course, but the solid majority of devs I've met are pretty narrowly focused, and share a lot of the same cultural touchstones. There's no way this isn't an hindrance to the evolution of the medium--how much further can sword-&-sorcery or spaceships-&-lazerguns or WWII-or-III tropes be refined? Not to say there isn't great content being made in those genres, but the narrow focus on those things certainly prevents a lot of, say, my poet and artist friends from developing an interest in the medium. And most defenses of the way things are now are pretty circular--"Well, grizzled muscle-y dudes wielding swords ships units" or "This is just what I find cool", ignoring the notion that a market might be grown, or that one's own taste can evolve through being challenged.<br /><br />I think a large part of it is that masculinity is terrifying. Gaming is such a masculine culture, but it's a culture that is welcoming to males who don't subscribe to their father's vision of maleness. In this way, it's safe from the pressures to look a certain way, or be aggressive in a certain way, or to earn traditional markers of male success. But to protect that sense of safety a lot of gamers feel that they must not be challenged at all; that there is no need for personal or spiritual development. That gamer fashion is essentially the same as it was twenty years ago speaks a little to this, but that is only the most surface-level symptom of it. That so many gamers remain resolutely homophobic, or misogynistic, or unwilling to participate in cultural experiences outside of their narrowly defined safe space is much more troubling.<br /><br />Maybe it's worthwhile delineating between "passion" as enthusiasm, curiosity, and drive, and "passion" as single-minded focus. People I've worked with who are passionate about learning, playing, and making have always been a delight. People I've worked with who only care about one thing, less so.DDhttps://www.blogger.com/profile/17433790248775313479noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-1300606012075399762017-08-15T00:42:40.369-04:002017-08-15T00:42:40.369-04:00Ok, so you're saying a game that allows you to...Ok, so you're saying a game that allows you to shut off the quest markers should still be designed around the quest markers, making it feel unrewarding for people that appreciate player agency?Anonymoushttps://www.blogger.com/profile/13776004249458980994noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-26724677860568243882016-10-27T13:24:41.161-04:002016-10-27T13:24:41.161-04:00I think that even in war movies, there are lulls t...I think that even in war movies, there are lulls to the combat. The violence is not as non-stop as in an action game and certainly, there is a different emotion generated when you view the carnage as a movie-goer and when you are creating the carnage in a video game. I just watched Hacksaw Ridge and there are some intense combat scenes, but the biggest tension (and I don't want to spoil the movie) comes in the aftermath of the bloody charge, when there isn't the intense gore.Sande Chenhttps://www.blogger.com/profile/04783798710597097506noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-16288134436959135192016-10-19T12:17:34.128-04:002016-10-19T12:17:34.128-04:00Developers should consider how they can tie the st...Developers should consider how they can tie the story into failure states, something to give your death/failure more weight. In a cute little 2D game about a penguin ridding Evil from the world, its death screen could show crying penguin children about to be eaten by the Evil. <br /><br />Banjo-kazooie had something like this, but it was tiresome to see the same cutscene after multiple failures. Games are great at making the player feel responsible, so consider what failure of that responsibility means.Anonymoushttps://www.blogger.com/profile/09037876129274656114noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-24127296100044842812016-08-08T05:00:45.008-04:002016-08-08T05:00:45.008-04:00This comment has been removed by a blog administrator.Leonie Daecherhttps://www.blogger.com/profile/08563760596713364986noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-83336820685701499202016-05-21T12:38:23.312-04:002016-05-21T12:38:23.312-04:00Nice post. I beleive it. The emotional attachment...Nice post. I beleive it. The emotional attachment to an NPC can be very strong. I think a very strong emotional bond occurs if the NPC shows some attachment to the human. For example, I had an NPC cat with just enough code to follow someone more- or less randomly, and meow. If the person walks out of range, the cat walks back to the bowl. A friend went down a slope and the cat followed, then got stuck going back up the steep slope. It normally would respawn in a few minutes if she had left, which was just not going to happen while she was near a stuck cat. She tried to push it, and go around to a better spot, but cat was stuck. <br /><br />I got a really frantic phone call, "Please help the poor kitty! It's stuck!". <br />Anonymoushttps://www.blogger.com/profile/03166983193207486083noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-39574623596736763152016-03-21T15:24:16.693-04:002016-03-21T15:24:16.693-04:00While I agree that the solutions you describe are ...While I agree that the solutions you describe are ridiculous and that no one outside of MacGuyver would even think of them, I think that these outlandish solutions to puzzles in the point-and-click adventure game genre is actually acceptable. By the very limited nature of the verb sets in the games, actions are not driven entirely by logic, but moreso by trial and error. In designing puzzles this way, the game designers reward perseverance, as the player randomly mashes items together, or tries using every inventory item sequentially on an object in the game world. And while the obvious reward is advancement in the game, the more fun reward is the humor we get from seeing these crazy combinations being used in solving an in-game problem.http://www.austinlim.com/gaming/https://www.blogger.com/profile/00939178045862849307noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-90612893443326572982016-03-02T03:32:56.904-05:002016-03-02T03:32:56.904-05:00What an awesome post! Thank you!
Educational Compa...What an awesome post! Thank you!<br /><a href="http://www.globalclassroom.in" rel="nofollow">Educational Company in India</a><br />Anonymoushttps://www.blogger.com/profile/07255532868656818787noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-20103157990247807122016-02-19T03:16:09.619-05:002016-02-19T03:16:09.619-05:00Good workGood workAnonymoushttps://www.blogger.com/profile/01745420546651628181noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-38799882766582632662015-11-09T16:25:09.832-05:002015-11-09T16:25:09.832-05:00Molly, you bring up a very frightening point with ...Molly, you bring up a very frightening point with the IRS getting involved since we're putting real-world value on in-game items. I would hate to see the tax forms of someone who puts a lot of time, money, and passion into WoW, but works a relatively low paying job in that instance!<br /><br />Weatherby was in the wrong here, through and though. This reminds me of the many times players scammed other players by offering to 'trim' their armor. lol<br /><br />What are some examples of legislation you would like to see, either directed at game makers or in relation to virtual theft?<br />Anonymoushttps://www.blogger.com/profile/08210354480803399360noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-61053429445092927402015-11-09T15:59:55.637-05:002015-11-09T15:59:55.637-05:00I can only speak to my own experience, and I'v...I can only speak to my own experience, and I've seen that nearly everyone who publishes to the mobile platforms include at least some microtransactions (if they don't outright design around them!). This is a common enough practice that there are conventions centering around how to squeeze every possible penny out of each game (Casual Connect is a big example).<br /><br />I specified indies because they are especially bad about this (understandable, as they are trying to make a living off it, whereas those working AAA don't get paid quite so proportionally from it).<br /><br />As for DLC: I believe that it does cross into the same moral territory as microtransactions when you purposefully release a game that is only partially developed, and then release the rest as DLC (a la season passes, day one DLC, etc).<br /><br />As for the use of free assets in these games, I have personally known several developers who have done this, and have heard of countless more. There are forums dedicated to tearing games apart to use their assets in other games (I've seen many, many games using Mount & Blade assets, as well as those of Arma, TF2, GTA, and a great many other titles). These places openly market themselves as a service "by and for the developers looking for a quick, easy buck". Look at several Facebook and mobile games, and you'll notice that several of them have startling similarities to popular games. On the same note, many games overseas are direct copies of several popular stateside games.<br /><br />I understand that this sort of thing may be upsetting, since as developers our livelihood comes directly from how well these games fare financially, but being unwilling to see that there are many of us who will do anything to milk every penny out with as little work as possible is just naive. If we want any hope of making games about fun while keeping the lights on, we must first acknowledge the problem.Anonymoushttps://www.blogger.com/profile/08210354480803399360noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-20666548814507988332015-11-08T15:45:15.990-05:002015-11-08T15:45:15.990-05:00For your example to World of Warcraft: Blizzard do...For your example to World of Warcraft: Blizzard doesn't offer any virtual ingame products that affects your characters strength. You can only buy aesthetic items like mounts and pets (and subscription time since a while) which are bound to account once used. I don't know the details about Weatherley's problem but I think he got hard scammed by other players which results in his own fault (which is really hard to manage actually). <br />Besides your example I fully agree with your opinion that lawmakers should be involved in virtual theft. If it's the doing of another player or direct by the company doesn't matter. When real money is involved you should be judged by laws of the given country.<br /><br />Ps: The Blizzard Customer Support always restore your account in case of a theft. And no, I'm not a Blizzard employee, it just happened to me too.Anonymoushttps://www.blogger.com/profile/17870136403849866376noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-2870197693591753582015-10-23T03:55:41.649-04:002015-10-23T03:55:41.649-04:00Hello Ms Chen,
As a future Game Designer and game...Hello Ms Chen, <br />As a future Game Designer and gamer, I want to understand how we as Game Designers should balance story game lines with all battle. I play loads of different games. Right now what I found time for are Fallout 3, Skyrim and Destiny. As I was a bit let down by Destiny lack of story consistency was lacking but the killing was massive. I think that the recent content was much better than the beginning content. <br />So how can we miss these pitfalls of pushing to big of story line and tons of combat? I am looking foward to your opinion and understanding of what the future Game Designers should to to give the best push foward.<br />Anonymoushttps://www.blogger.com/profile/12282386883252043050noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-252273302207899362015-08-31T17:31:59.520-04:002015-08-31T17:31:59.520-04:00I think that the larger companies are definitely w...I think that the larger companies are definitely watching for indie game success (especially games that do something innovative). It is much cheaper for AAA developers to pitch an idea to investors that has something similar to it. If funding for larger companies were different, I think you'd see a lot more freedom for developers - that is just speculation, though.Anonymoushttps://www.blogger.com/profile/02174235077044361369noreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-92066783868108774462015-08-03T16:20:22.783-04:002015-08-03T16:20:22.783-04:00Interesting piece but I have two points that might...Interesting piece but I have two points that might be worth considering:<br /><br />First, I have to take issue with the comment that, in games like Deus Ex, " the challenges that the player faces tend to be physical problems; challenges that involve human behavior and psychology, for example, are out of the question." That's not entirely true, even today, but the difficulty of non-physical challenges is undeniable. Frankly, I think that's because, as a medium, we've spent so little time even thinking about, let alone working on, non-combat AI. When our NPC's are capable of behaving and responding more like real people, non-physical challenges will become a key tool in the designer's toolbox.<br /><br />My second comment is in response to the idea that "puzzles are problems." If you go by the dictionary definition, that may be true. However, what I always tell my designers is that a puzzle has just one solution while a problem can be solved in a variety of ways. I don't think this is an arbitrary or meaningless distinction. In fact, I think it reflects a distinction we make in the real world all the time. If we're going to differentiate one game from another and assess how games make meaning, precision in terminology is important. And the puzzle/problem distinction seems like a useful way to differentiate one game from another and one designer's work from that of others.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5706222432360428997.post-36556749706621096642015-01-24T18:57:48.748-05:002015-01-24T18:57:48.748-05:00Interesting stuff. I would say that "support,...Interesting stuff. I would say that "support, advice, and approval" are more commonly associated with intrinsic motivation (specifically Relatedness, one of the three broad domains of intrinsic motivation identified by Self-Determination Theory researchers). Peer pressure will certainly be an extrinsic motivator, on the other hand -- which is one reason that this whole question of 'support' can be such a nuanced one.<br /><br />I think that most self-consciously gamified systems will prove demotivational in the medium to long term -- after a few months, as you've found. That's how it seemed to me with Fitocracy, which I used for a while but where the points-tracking side rapidly proved to be a chore. What kept me posting for far longer (at least a year after I was bored of the tracking side) was the approval of my peers. Ian Sturrockhttps://www.blogger.com/profile/07449065244623947284noreply@blogger.com