Author Archive for Severin Brettmeister

01
Jan
10

Designing controller input – the obvious, the reasonable and the extraordinary.

1. The obvious

Playing a video game means perceiving information on-screen, interpreting these information, concluding and finally executing. The controller is the execution-tool of the player. His or her lawgiver. Like the mean but necessary lawgiver weapon in the Judge Dredd movie, the controller has to lie comfortable in the hands of the player, giving him the feeling of total control and power. As I cannot influence the input devices – yet – I will concentrate on the options of giving the player the feeling of control and power with the existing input devices. No matter, which type of controller.

Continue reading ‘Designing controller input – the obvious, the reasonable and the extraordinary.’

05
Dec
09

Darwin & Darwinia

It was a long way from our not so smart ancestors to us – the super smart uber-brainers. This evolution is attributed to iterative design. Trying to avoid extinction, our ancestors refined themselves step by step. And that’s how complex systems should be designed today. Continue reading ‘Darwin & Darwinia’

22
Nov
09

Outside the birdcage

Thinking about social games, I don’t think about the games on Facebook or similar platforms. As Gustav described in his post, those games are not really social. Most of those games are single player games which advertise themselves in the friend lists of their players. Arcade and André has pointed out many types of social games, new ideas and what’s behind them. So what should I write about?

I’d like to look in a different direction: beside the screen. Outside the computer and video game world, there is the real world, and I think we should conquer it, so it becomes our playground as well. Like we’ve played cops and robbers as kids, we should continue playing in the real world. Not only board games and pen and paper games with our friends at home. Playing outside, with other people, and giving spectators the possibility to join, would be a great social game or experience. Continue reading ‘Outside the birdcage’

05
Nov
09

The black sheep!

topic_002_risky_death

Why Game Designers should do whatever they want. Continue reading ‘The black sheep!’

22
Oct
09

Designing for different genres: mastering both sides of the force.

"Little Jedi" by sean dreilinger (Flickr)

A Game Designer cannot design every kind of game without getting used to the new genre. Continue reading ‘Designing for different genres: mastering both sides of the force.’




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