Tagged: gamedev.net

Game Design Round Table 3: Observing Open Worlds 5

Game Design Round Table 3: Observing Open Worlds

Round Table Topic When I was coming up with a topic for this round table, I realized that I quickly went back to thinking about all of the games I have been playing over the last few weeks: Spider-Man: Web of Shadows, Red Faction: Guerrilla, Infamous, Prototype, and Skate 2. All of these games have a unique approach to how they tell a story, introducing gameplay elements, and the handling of progression through the game. It’s strange to see so many similarities between some general mechanics between these games, but to see each one handle certain components so completely differently....

Game Design Round Table 2: Achievement Unlocked 5

Game Design Round Table 2: Achievement Unlocked

Round Table Topic Everyone likes candy. Diabetics or people on a strict diet may nay-say such a statement but, for the rest of us, a bit of candy here and there is a little treat composed solely of sugar and happiness. Achievements in video games are similar class to a piece of candy. Players can gain achievements for beating a level in a normal progression of the game, beating a hard boss without using certain items, completing an entire play-through of a game without dying, or, in the case of the recently released Mega Man 9, beating the entirety of...

Game Design Roundtable 1: The Death of Death 8

Game Design Roundtable 1: The Death of Death

Round Table Topic There has been a slow and steady progression of the role that death plays in video games since the days of Ghouls and Ghosts and Super Mario Bros. No longer are most games tied to the old tenet of providing a player with an arbitrary number of lives, typically three for some reason, before the player is sent back to a previous spot in the game. This was a particularly brutal practice back in days of arcade games (which the aforementioned Ghouls and Ghosts and Super Mario Bros. were no doubt influenced by) where the goal is...

Stuff 0

Stuff

I don’t have any original thoughts that can fill out an entire piece this week, so this is going to just be a combination of various things I’m doing. Most notably to anyone that’s visiting this site and had permanent links to my old gallery: it’s broken. The database seemed to randomly go all corrupt over the weekend and I am in the process of uploading everything to a new location and this is both time consuming, bandwidth intensive, and my larger galleries cause my host to get angry with me and put my site on a CPU Quota Exceeded...

Game Design Round Table 0: No More Health 8

Game Design Round Table 0: No More Health

Over the last couple of months I’ve been nurturing an idea to hold a sort of casual attempt at a game design round table where I (or another organizer) would present a topic (and some basic information and potential arguments) to a group of independent or professional game designers. Everyone involved would then be let loose to sound off on their opinions on the topic at hand, argue with each other, and so on. The goal was to provide a format and location that would encourage designers to discuss topics in game design intelligently and thoroughly throughout the duration of...

GameDev.net 4

GameDev.net

So, yeah, I realize I absolutely fail at updating my own site; luckily, though, I’m excellent at updating other peoples’ sites. Like GameDev.net where I can be found writing news entries that have been described as distinctly me (which works out well). Anyway, here are links to the last nine as of the night of this posting. June 3rd 2008 — Konami and Crytek Woes. June 2nd 2008 — Phil Harrison, Ben Mattes, Gabe Newell, and Free Havok. May 30th 2008 — Hideo Kojima’s thought on games and movies and quality of life in the games industry. May 29th 2008...

Chronicles of Cloud (and Bipolar) 0

Chronicles of Cloud (and Bipolar)

I’ve been playing a very time-intensive game of musical chairs with various three-dee engines over the course of the last two-and-a-half weeks in an attempt to find the one that would be best suited to my particular development style and the kind of game I want to create. And I can safely say that, tonight, I have reached the ultimate solution. That’s right, after toying around with things like TorqueX, Torque Game Engine Advanced, OGRE, Irrlicht, Nebula3, and, finally, PowerRender. The latter two of the list appeared to have the most potential, with PowerRender being the closest thing to what...