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PUBLIC MARKS with tags "game design" & 2006

05 March 2006

04 March 2006

Gamasutra - Designer's Notebook - "Strange Agents Are Profiling Our Games!" Printer Friendly

by bcpbcp
Oh yeah… competitive analysis. The most boring part of any product discussion. Why talk about somebody else's market share when you could be waxing rhapsodic about your vertex shaders? Trouble is, the publisher wants to know what they'll be going up against before they invest a few million bucks in your game. So one of the first questions they're going to ask when the presentation's over is, "Who do you see as your main competition?" And the next one will be, "What makes you better than them?" And you'd better be ready with the answers, or you're wasting their time.

Strange Agency

by bcpbcp (via)
Strange Agency develops unique computer game analysis software and essential reports for the computer games industry. Our Strange Analyst software can reduce the cost and risk associated with the research and development of computer games, allowing developers instant access to thousands of detailed computer game profiles to compare their concept against.

25 February 2006

Gamasutra - A Circular Model of Gameplay

by bcpbcp
Three things must happen in order for there to be gameplay: * The player must get information about the state of the game. * The player must be able to affect the game, creating new game states. * New game states must be communicated to the player prompting further actions In addition in almost all types of game: * The game creates new states without the player's input.

18 February 2006

Christian Nold Interaction Design RCA

by bcpbcp (via)
Hypothetical biofeedback computer game with pulse rate sensors.

GameCultura: Mini Games Experimentais

by bcpbcp
# o projeto todo deve ser feito por uma pessoa apenas em uma semana; # e cada jogo deve estar centrado em apenas um dos play elements fundamentais (isso é jargão de game designer, mas são basicamente os elementos que diferenciam os games dos outros softwares)

Casual Game Design » Game design at Casuality Europe

by bcpbcp
# Make it really hard. # Have a dozen mediocre game modes instead of one good one. # Make it a 600 MB download that requires two next generation video cards and 4GB RAM. # Price your game at $35 or $3.50 and sell only from your myspace homepage. # Use the right mouse button. # Give it a terrible name or theme. # Award low scores. # Expect users to read. # Make it challenging and cerebral. # Ignore what everyone else says about your game.

The Ludologist » Blog Archive » How to Beat the Boss

by bcpbcp
But really, I think the current boss conventions work quite well because reversals are basically exciting, dramatic if you will.

29 January 2006

Casual Game Design » Coming up with game ideas

by bcpbcp
Coming up with game ideas is a creative process without much structure to it.

Blog of Booth

by bcpbcp (via)
A blog about my life, game design theory, music, and whatever else is currently in my field of interests.

28 January 2006

19 January 2006

Only a Game: The Rituals of Alea

by bcpbcp
Games designers have a tendency to overlook or dismiss alea (chance), although in cultural terms it is a highly significant class of games. The global video games industry has around $28,000 million turnover, whereas the global gambling industry is worth a staggering $1,098,000 million, forty times as much.

16 January 2006

Raph Koster's Home Page | Moore's Wall: Technology Advances and Online Game Design

by bcpbcp
This talk was given as part of an IBM Games on Demand webcast conference. “We should remember that 90% of the online game players out there are playing a game that was not developed by a professional: they’re playing CounterStrike, which was user-created.”

Lost Garden: Creating a system of game play notation

by bcpbcp
"It occurred to me the other day, “What does the world of music have to offer to game designers?”" Análise de jogabilidade através de notação musical.

The Ludologist » Blog Archive » Faster Games

by bcpbcp
“What we call ‘time compression’ is becoming an overbearing trend in our industry,” said Richard Tait, co-founder of board game company Cranium.

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last mark : 05/03/2006 00:26