
For you creative,
multi-talented, big picture types, we bring you designer inspiration and
direction...
Power-up
Nomenclature Part 3: Scarcity/Omnipresence and Conclusion
by François Dominic Laramée
In this concluding installment of FDL's power-up series, he takes a
look at power-up supply as a gameplay device, and then examines a handful
of classic power-ups...More (October 2003)
Power-Up
Nomenclature Part 2: Persistence and Supply
by
François Dominic Laramée
Last month, FDL discussed one of the
properties of power-ups, namely the level of
active engagement required on the part of the
player to exploit them to the fullest. He examined
the consequences of focusing on passive, active
and middle-of-the-road (i.e., equippable)
power-ups on gameplay styles and audiences. This
month, he extends the picture by adding the
Permanence/Immediacy axis...More
(September 2003)
Power-Up
Nomenclature Part 1: The Activity/Passivity Axis
By
François Dominic Laramée
We designers are our players' greatest allies. Sure,
we expend considerable effort crafting enemies and traps
that present increasing levels of challenge for the
player, and sometimes we get carried away and don't stop
until the latter stages of the game require the skills
of a minor deity. But at the same time, we mitigate the
impact of these growing challenges by giving the player
new powers and abilities to toy with. Recently, I have
been thinking about the properties of the various
kinds of power-ups we see in games...More
(August 03)
Travel
and Communications in Science-Fiction Games
By Francois Dominic Laramee
The three-named wonder is back with an all new game design article. When
designing a science-fiction game, the form of space travel you choose for
your players will have a tremendous impact on gameplay choices and
possibilities. In this article, FDL takes a look at several of the modes
of transportation invented by science-fiction authors and game designers,
and discusses some of their gameplay implications...More
(February 2003)
Design
Document Skeleton
Since he began contributing to this publication, designer and
President of Eagle Claw Studios, William Anderson, has been
receiving loads of emails from readers of GIGnews asking for advice on how
to setup a good design document. He is now making available to GIGnews
readers the design document skeleton that he has used for many years in
one form or another....More
(August/September 2002)
Fighting
Player Burnout in Massively Multiplayer Games by Damion
Schubert
When creating a roleplaying game,
most design teams try to aim towards providing 40 hours of gameplay. More
expansive visions, such as Ultima Ascension or Baldur’s Gate,
easily surpass that, offering 80, 120 or even 200 hours of gameplay,
depending on who you ask. The costs of providing this additional content
are substantial – both games cost millions of dollars and had schedules
that surpassed two years – and in the end, all but the most hardcore of
fan had a hard time completing every quest and exploring every area in
these two games...More
THE
DEVELOPER'S LIFE
PART II: PUTTING THE HOUSE IN ORDER
By François Dominic Laramée
As the Fall release season begins, we are reminded of one of the truisms
of our business: you can't postpone Christmas. Since most of us ultimately
depend on those all-important holiday sales for our livelihoods, shipping
product on time is even more important for game developers than for just
about anyone else, in any industry...More
THE
DEVELOPER'S LIFE (OR LACK THEREOF)
PART I: A CALL FOR FREEDOM by François Dominic Laramée
...While researching his recent book, Free Agent Nation, author
Daniel Pink spent more than a year on the road talking to hundreds of
them, all over the United States. What he found out is staggering:
soloists, microbusinesses and temps now account for 33 million
American workers. One out of four. And their numbers are growing fast...More
(August 2001)
Designers
Chris Bateman of International Hobo Ltd and Sienna of
Dynamix recommend their favorite reads -- both technical and inspirational
-- from a game designer perspective. What are the must-reads for game
design professionals?
Click here.
(July 2001)
The
Fundamentals of POC or Proof of Concept Development
by William Anderson
How
to Get Your Design Ideas into Production by William Anderson
The
Stealth Designer's Handbook Part I: Five Ways to Sneak Originality Into
Your Game While Management Isn't Looking
by François Dominic Laramée
The
Stealth Designer's Handbook Part 2: Five More Ways to Sneak Originality
into Your Game While Management Isn't Looking
By François Dominic Laramée
Pedersen's
Principles on Game Design and Production by Roger E Pedersen
Grid
Based Game Design
by William Anderson
Mise-en-scène
by Sienna.
Where
We SHOULD Be Going With Online RPGs
by Sean Patrick Fannon
Designing
for the Mainstream
by François Dominic Laramée
Design
and Revenue Considerations for "Instant Play" Online Games by
Ben Exworthy and Marina Fish, GameHouse, Inc.
21st
Century Game Design Primer
by Joe Hitchens
The
Making of a Monster by William Anderson
The
Making of a Hero by William Anderson
Character-Based
Game Design by François
Dominic Laramée
THE
GAME DESIGNER'S TOOL KIT
by François Dominic Laramée
Speech
Interfaces for Games by François Dominic Laramée
Part 1: How Speech
Recognition Works
Part 2: Natural Language
Understanding
Part 3: Designing a Speech-Based Application
The
Designer's Production Guide
by William Anderson
Working
So Others Can Play: Jobs in Video Game Development
Part 1: Series Intro and Game
Designers
by Olivia Crosby
ALLOCATING
MINDSHARE
by François Dominic Laramée
Video
Games and Online Worlds as Art
by Raph Koster
Heat
into Light:
Community Generating Conflict in Online Multiplayer Games
by Jonathan Baron |