"When we first started working on Dustforce, it was frustrating to not be able to find much data about whether indie game development is a realistic thing to do with your life." Hitbox Team helps remedy that for future designers in
this article about the finances and sales of their game,
Dustforce.
posted by gilrain
on Apr 16, 2013 -
37 comments
The Castle Doctrine is the new "home invasion MMO" from cult game designer
Jason Rohrer (previously:
Sleep is Death,
Passage,
Chain World). It portrays a rather bleak world in which you must place traps to defend your home, family and life savings from an onslaught of burglars. At the same time, you must invade other players' homes to steal
their life savings, in order to buy more expensive traps and tools. The more money you gain, the more attractive target your home is, so you better be clever in rigging up those traps. It's fiendish, brilliant, and currently open for public alpha at 50% of the full price. Rock Paper Shotgun has some early impressions:
Part 1,
Part 2.
posted by naju
on Mar 13, 2013 -
101 comments
This is a video of a game which replicates Portal's physics system in 2 dimensions on the TI-83 graphic calculator.
The game was developed by a 20 year old student studying game design. A download link is available
here.
posted by codacorolla
on Dec 6, 2012 -
22 comments
"The experiences of women may not be easy to portray in the aggressive world of videogames. If such a game is made - and I hope it is - it will be because its creators demanded to be heard. It will be created because women made it." (Source)
While the vast majority of video game titles are designed primarily by men, women have been a
part of video game development since the earliest arcades. Here are some of their games:
[more inside]
posted by subject_verb_remainder
on Dec 1, 2012 -
40 comments
"Legend of Grimrock is a party-based dungeon-crawler RPG made by a crack team of four experienced Finns in just ten months. It is also one of the finest, best thought-out games I’ve played in a long time. Here is a game defined by limitations – small budget, small team, goofy 2D tile-based movement – and yet it is a stunning success because it respects those limits and uses them to do more with less. There is a lesson here for studios both starving and bloated. "
An article on how
The Legend of Grimrock (released in April of this year,
previously on Metafilter) takes a simplified set of rules and turns them in to a finely crafted machine.
posted by codacorolla
on Jun 28, 2012 -
22 comments
"
I love stories. My chief hobby is reading. I was formally trained as a writer, not as a game designer (there wasn’t really any formal training for game design I got started, but that’s another story). I think most game stories are not very good. And I quite enjoy games with narrative threads pulling me through them. When I find a game with a good story, I frequently prefer the story to the actual game! So please keep that in mind as you read: I love story."
Narrative in a game is not a mechanic. It’s a form of a feedback, by Raph Koster
posted by codacorolla
on Jan 23, 2012 -
10 comments
It's All Games Now: The Convergence of Games and Social Media (video, 61 minutes), is a talk given by Raph Koster, one of the lead designers of the MMO Ultima Online, at the 2011 Game Developers Conference Online in Austin Texas. In it he looks at how digital games have changed as a social experience from MUDs to World of Warcraft, where they are going in the future, and the bleed between games and the real world. Koster has posted a summary
here on his site.
[more inside]
posted by codacorolla
on Nov 7, 2011 -
15 comments
In 1987 the first Castlevania was released. It was followed by Simon's Quest in 1988. The difference between the two games is stark. Although they both have the same basic plot lines (kill Dracula) and setting, Simon's Quest introduced an open world and RPG elements, giving eventual rise to the genre known as "Metroidvania".
Sequelitis looks at the difference between these design decisions and shows that maybe Metroidvanias aren't quite as much fun as you might remember.
posted by codacorolla
on Nov 3, 2011 -
66 comments