Posts Tagged ‘game design

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?’

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’

25
Nov
09

i am a bad game designer

I have my problems with iterative design. Personally, iterative design is the way to go for me. Professionally it’s my biggest enemy.

Continue reading ‘i am a bad game designer’

11
Nov
09

Why facebook isn’t “fun”

Please, fertilize my crops!There has been a lot of talk about games and social networks lately. The Xbox 360 recently got its own share of facebook, iPhone games have been bolstering sales with facebook and twitter integration and blockbuster titles such as Uncharted 2 – Among Thieves can twitter the players game progress - if the player wants to. But what about the games that are integrated into facebook? What are they? What could they be?

Continue reading ‘Why facebook isn’t “fun”’

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.’

20
Oct
09

The passion factor

Yes.

But will all of the designs be good? In fact, you don’t need to have ever even though about game design before and you can still give any game a shot.

Perhaps I’m being a smart-ass here but let me modify this topic somewhat so I make clear what I’m writing about in this piece; can a designer design any game that will also be great?

This brings me into the terms competence and passion. I know quite a few people in creative positions who have a lot of experience and are very competent at what they do, producing solid stuff over and over again, but that lack any passion or joy in what they are doing.

I’m sure most people have met or worked with someone like this and I’m quite certain that these types of people exist among game designers as well. The reason for the lack of passion can be a lot of things, but one that is relevant for my rambling is that the designer is working on something that he doesn’t like.

I’m still not answering the topic, but bear with me.

So image yourself being a designer for a game based on the most awful TV-show you can come up with. “Days of our Lives” comes to mind for me for example. Do you think you would make great designs for it?

So the answer to my modified topic is no. I don’t think a designer can stay passionate doing ANY game and make it great, not talking about good, but great. Admittedly, I’m a bit torn about whether my “Days of our Lives” example is too extreme but when I think about it I’m sure that if everyone at Blizzard loved it they would make an awesome game for fans of the show.

14
Oct
09

Game Design – Designing the same old, same old

I am a game designer. And I have a glaring weakness: math.
Every time I balance games, I try to balance off of feeling alone. And of course, it does not always work. When this happens, I usually take a look at games with similar systems (resources, in-game economy, etc.) and retrofit their system into my game. Now, I know this is not the most elegant approach, but it has served me well so far.
Why am I telling you this? To me, a game designer should have a deep understanding of systems (whether it is designing or reading them) and all forms of interaction concerning those systems (whether it is system – system or user-system interaction). So, if we are talking about tried and true game formula, I do believe that any reasonably good game designer can design them.
If, on the other hand, we are talking about new, innovative game concepts, I doubt ANY good game designer can pull them off. Let’s take me as an example again. If I were to design a new, innovative in-game economy, I would miserably fail, since I lack basic and profound understanding of math.I am a game designer. And I have a glaring weakness: math.
Every time I balance games, I try to balance off of feeling alone. And of course, it does not always work. When this happens, I usually take a look at games with similar systems (resources, in-game economy, etc.) and retrofit their system into my game. Now, I know this is not the most elegant approach, but it has served me well so far.
Why am I telling you this? To me, a game designer should have a deep understanding of systems (whether it is designing or reading them) and all forms of interaction concerning those systems (whether it is system – system or user-system interaction). So, if we are talking about tried and true game formula, I do believe that any reasonably good game designer can design them.
If, on the other hand, we are talking about new, innovative game concepts, I doubt ANY good game designer can pull them off. Let’s take me as an example again. If I were to design a new, innovative in-game economy, I would miserably fail, since I lack basic and profound understanding of math.

Same old, Same old

I am a game designer. And I have a glaring weakness: math. I am also a trained musician.

Continue reading ‘Game Design – Designing the same old, same old’




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