Author Archive for Arcade Berg

26
Feb
10

New Topic: How to handle in-game death

Allright everyone; the last topic was about reward and punishment and the next one is somewhat similar but also totally different:

How to handle in-game death

02
Feb
10

Punish or Help the Weak?

To get the really cool power ups in games, I usually have to be quite skilled to get them. If I’m skilled enough to get them, it’s likely that I’m skilled enough to beat the game without them. If I’m not skilled enough to get them, it’s likely that I’m not skilled enough to beat the game without them.

Continue reading ‘Punish or Help the Weak?’

25
Jan
10

New Topic: Reward and Punishment

The next topic for About Game Design is:

Reward and Punishment

Look forward to it!

05
Jan
10

2010 is going to be an annoying year.

I’m not a fan of Achievements for the 360 or Trophies for the PS3. And let me tell you, 2010 is going to be an annoying year for me…

Continue reading ’2010 is going to be an annoying year.’

14
Dec
09

Just a random controller?

It’s fantastic how well the N64-controller suited Mario 64 and Zelda: Ocarina of Time. And the triggers on the 360-controller works really well for shooting in FPS and for stepping on the gas driving games.

It’s by no means a coincidence and you can always look at a controller and see how it’s meant to be used.

But what if that wasn’t the case?

Continue reading ‘Just a random controller?’

27
Nov
09

It’ll take time, so spend it wisely

Just about all developers work by iterating in one way or another.

The biggest problem isn’t that you have to change things that are already done, or even throw it away. The biggest issue is that it takes time, and time is pretty much always more precious than money. That’s why the designer can save a lot of time by iterating in the pre-development phase, so he doesn’t waste the whole team’s time.

Continue reading ‘It’ll take time, so spend it wisely’

13
Nov
09

The risk of relying on a player base

There are many forms of interaction between players made possible in games; competitive, cooperative or neither one.

There are also many different levels of interaction required in games, while some require none, other encourage it and finally some demand it to a great extent to be able to play the game.

If the game requires social interaction with other players, it also needs a healthy player base. And that… Can be a bitch.

Continue reading ‘The risk of relying on a player base’

09
Nov
09

Topic 3: Designing social games

During this phase, we’ll write about something very much in the hype nowadays:

Designing social games

What do you think? Do you play any games on Facebook? If so, why? Are they that good?

01
Nov
09

Well, aren’t we touchy?

I realize there will be a ton of people disagreeing with me here, but I think people overall are way too touchy when it comes to politics, religion and violence in games.

And I don’t think video game makers should have to be more careful than movie makers. If it’s okay to have in a movie, it’s okay to have it become gameplay.

Continue reading ‘Well, aren’t we touchy?’

26
Oct
09

Topic 2: Social responsibility of Game Designers

This time we’ll discuss more of a moral topic:

Social responsibility of Game Designers

What do you think; are there any responsibilities to adhere to?




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