Posts Tagged ‘flexibility

21
Dec
09

The surest way to design a crappy game…

…is to release it on X360, PC and DS. Why?

When you are designing a game, it will be interactive to some degree. The means of interaction are going to be an integral part of the experience of the game that you are creating.
That means is usually “using a controller” (e.g. a Wiimote) on the player’s side of the interaction, which has two aspects:
The first one is the actual hardware of the controller (e.g. a piece of plastic); the second is the game’s reaction to a certain controller input (e.g. “Jump”). In order to provide the best experience possible, it is necessary for those two aspects and the rest of the game to be as consistent as possible.

Continue reading ‘The surest way to design a crappy game…’

18
Oct
09

What he said.

To be able to properly answer the question if a good designer can design any type of game, I’d like to have a look at the two important parts to that question:

“What is a ‘good designer’” and “what is ‘any type of game’”.

Concerning the former, I think EA’s Gordon Walton hit the nail on the head with his GDC 2009 talk, where he stated a good designer should bring the following to a team (short version):

Continue reading ‘What he said.’




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