Join 3,516 readers in helping fund MetaFilter (Hide)

45 posts tagged with gamedesign. (View popular tags)
Displaying 1 through 45 of 45. Subscribe:

Related tags:
+ (26)
+ (22)
+ (8)
+ (7)
+ (6)
+ (5)
+ (4)
+ (4)
+ (4)
+ (4)


Users that often use this tag:
codacorolla (13)
archagon (3)
Kattullus (3)
hellojed (2)
ocherdraco (2)
flatluigi (2)

What does it mean to follow Metroid?

Maddy Myers of Paste magazine connects the influence of the film Alien on the game Metroid and looks at how subsequent imitators have failed to live up to the promise of Metroid's original design. 'Troid Rage: Why Game Devs Should Watch Alien—and Play Metroid—Again
posted by codacorolla on Aug 11, 2014 - 14 comments

Preserving a Sense of Discovery in the Age of Spoilers

At the 2014 Game Developers' Conference, Jim Crawford (creator of Frog Fractions) gave a talk (transcript).
posted by Jpfed on Apr 11, 2014 - 14 comments

A Questline About Thieves Who Never Steal Anything

Shamus Young examines the idea of "story collapse" (the moment where a story reaches a critical point of ridiculousness and causes you to question every other aspect of it) by deconstructing the Thieves Guild quest-line in Skyrim: Part 1, Part 2, Part 3, Part 4 and Part 5. Entertaining reading for writers, designers and gamers alike.
posted by codacorolla on Mar 4, 2014 - 90 comments

Designing a Legacy Game

Risk: Legacy, released in 2011, adds an interesting twist to the classic boardgame: it introduces permanent, game-changing modifications to the board and game pieces every time it is played. Last year, the designer of the game, Rob Daviau, gave a fascinating talk on the design challenges inherent in such a game. The video of that talk is now freely available to watch. [more inside]
posted by tocts on Jan 7, 2014 - 58 comments

Make checks payable to Potomac Computer Systems

Zack Hiwiller has the last ZZT disk.
posted by curious nu on Nov 20, 2013 - 25 comments

Glitch is Dead, Long Live Glitch!

"The collaborative, web-based, massively multiplayer game Glitch began its initial private testing in 2009, opened to the public in 2010, and was shut down in 2012. It was played by more than 150,000 people and was widely hailed for its original and highly creative visual style. The entire library of art assets from the game, has been made freely available, dedicated to the public domain. Code from the game client is included to help developers work with the assets. All of it can be downloaded and used by anyone, for any purpose. (But: use it for good.)" [more inside]
posted by jenkinsEar on Nov 18, 2013 - 43 comments

300 Game Mechanics (give or take)

This is my attempt to document three hundred different gameplay concepts of my own creation. Sean Howard, creator of the webcomic A Modest Destiny, started publishing ideas and examinations of game mechanics once a day in 2007. After fifty days he quit the daily schedule, but he's up to 168 ideas and also has a small collection of prototypes and free-to-use pixel art. [more inside]
posted by 23 on Aug 4, 2013 - 40 comments

Next Gen Cat Poop

"Remember kids, whenever you get frustrated at the state of the art, or you find yourself struggling to express yourself, just repeat after me: FUCK. VIDEOGAMES." Darius Kazemi (previously,previously and previously) writes about the use and abuse of video games as a means of expression.
posted by codacorolla on May 3, 2013 - 25 comments

Baby is invincible. But baby can't jump and climb ladder.

Keita's Quick Ideas. In 2011, Keita Takahashi, designer of Katamari Damacy, joined the team of the unconventional MMO game Glitch (previously), which had to close its doors last year. The Glitch people have since published 200 of Keita's ideas for the game.
posted by ignignokt on May 2, 2013 - 31 comments

The Finances of a Successful Indie Game

"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

Blocky

Low-poly art is an aesthetic in 3D modeling that works with intentionally limited resources to emulate the look of first generation three dimensional gaming, and also a response to the increasing role of mobile and web platforms as 3D game spaces (some more examples can be found in this thread). A great example of this technique is game designer and 3D artist Invader Ace. Their Tumblr has character designs, game mock-ups, and small vignette scenes. A full portfolio can be found at their website, here. [more inside]
posted by codacorolla on Mar 31, 2013 - 15 comments

Your home is your castle.

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

D I C K H A N D

"For the past few years, I have been trying to learn how to do all the various creative and technical things that go into making a video game - programming, graphics, interface, writing, gameplay design - in addition to music and sound, which I do for a living. The 2013 Global Game Jam was this past weekend, and over two sleep-deprived days I completed my first solo project: A game for OS X and Windows where you punch spaceships with your dick. (Probably safe for work, unless your boss considers it inappropriate to see a pink laser beam with a boxing glove on the tip which shoots out of a giant robot's groin.)"[via mefi projects]
posted by ocherdraco on Jan 28, 2013 - 13 comments

The Board Games Women Make

Ever played Monopoly? Then you've played a board game that was designed by a woman (it was, under its original title, "The Landlord's Game," the creation of Elizabeth Magie). Want to play more board games designed by women? Let's go! [more inside]
posted by ocherdraco on Dec 16, 2012 - 24 comments

Writing About Games

As the conversation about the state of games criticism continues, there is a site that acts as a platform for some of the best writing in the field by theorists, critics, and independent developers: Nightmare Mode dot net. [more inside]
posted by codacorolla on Dec 9, 2012 - 11 comments

A strong contender for Drug Wars' top spot

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 Video Games Women Make

"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

Doing more with less

"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

36 Pongs

Pongs (browser game, Flash) is Pippin Barr's exploration of a tiny corner of the game design universe: 36 variations of Pong.
posted by nobody on Apr 11, 2012 - 12 comments

Black turtleneck optional

In most racing games you control the car. In this one you are the road (Gameplay Video). [more inside]
posted by codacorolla on Apr 5, 2012 - 44 comments

What's Your Ludic Goal?

Errant Signal is one man's blog about games, wherein he plumbs the nuances of game mechanics, bemoans the state of game journalism, and also offers incredibly insightful reviews of games. He tackles the intrinsic flaws of Deus Ex: Invisible War, broaches heresy by critiquing the Half-Life series, and combats cynicism by gushing about Bastion.
posted by Panjandrum on Feb 15, 2012 - 54 comments

Problem, Black Box, and Feedback

"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

"When I was a child, I went hiking and found a lake."

An analysis of the design of the first dungeon in The Legend of Zelda.
posted by Edogy on Jan 9, 2012 - 40 comments

GameToilet - a whole bowl full of wonderful game ideas

"One for my Baby and one for my BRAIN" "The Last Flight of Onan V" "And You Will Know Us By The Trail of Bread" - GameToilet collects and illustrates one man's game ideas. It's Friday Flash Fun - in your imagination! (Warning: illustrations, imagination may be NSFW.)
posted by Zarkonnen on Nov 25, 2011 - 8 comments

It's All Games Now

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

Satisfyingly difficult versus satisfyingly long

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

Tlön, Uqbar, Orbis Tertius

" ... there is a depth of field technique with a controllable aspect called 'bokeh,' which describes a certain quality of blur that we often notice in the more luminous parts of a film’s background and that varies considerably with lens and camera type. Bokeh is a photography term derived from the Japanese boké- blur, haze ... When implemented in games the technique encapsulates a certain kind of second-order removal from reality. We are simulating not the way things look, but how they look after they have been filtered through the eye of a camera." Independent game developer Mathew Burns takes a look at how video games reflect reality in his account of the 2011 Game Developer's Conference. Burns also writes the blog Magical Wasteland. [more inside]
posted by codacorolla on Aug 22, 2011 - 28 comments

Cheapass As In Free

Did you know that popular, absurdly inexpensive board game producer James Ernest's Cheapass Games has released some of their most popular games as free PDFs? Among them Deadwood, Devil Bunny Needs A Ham, The Big Cheese, FALLING and Unexploded Cow? [more inside]
posted by JHarris on Jul 23, 2011 - 34 comments

Extra Credits

Extra Credits is a weekly video series on the design, status quo and potential of video games. [more inside]
posted by mccarty.tim on May 5, 2011 - 13 comments

What went right and what went wrong

For the 25th Game Developers Conference, organizers hosted several postmortems for classic games such as Out Of This World, Doom, and Maniac Mansion. They are now free to view online. [more inside]
posted by hellojed on Mar 23, 2011 - 28 comments

Achievement Unlocked: Read the article fully before commenting

Greg Mclanahan of Gamasutra talks how to design achievements right.
posted by flatluigi on Mar 20, 2011 - 78 comments

Isn't that right, Zach?

"In 2010, Deadly Premonition was a surprise hit among players searching for a deep narrative single player game, and went on to win over a dozen end of the year awards from a variety of media outlets (including Gamasutra). At GDC 2011, Deadly Premonition director Hidetaka “Swery” Suehiro, revealed his seven tactics for creating a memorable story that will inspire a strong fan reaction." Link contains spoilers, excerpt inside the thread. [more inside]
posted by codacorolla on Mar 4, 2011 - 30 comments

Choice of Broads, Choice of Dudes.

Choice of Broadsides is a choose-your-own-adventure game set in an alternate 19th Century world that is much like our own, where Albion and Gaul fight for naval supremacy. You can choose to be a gentleman in a standard patriarchal society, or a gentlewoman in a matriarchal one. Later on in the game you can choose your sexual orientation. Originally there were no options for a same-sex relationship, but after demands from players, it was added in. Spoilers below the cut. [more inside]
posted by Kattullus on Jul 14, 2010 - 42 comments

Oral History of Gaming

On a snowy Valentine's Day weekend in Michigan Sid Meier creates a game in 48 hours called Escape from Zombie Hotel! He's there to judge a 48 hour game design contest at his alma mater, University of Michigan but decides to also work on a game alongside the student teams. He also talks about his career, focusing on his early days. This is the third installment of motherboard.tv's Oral History of Gaming series. The first profiles Ralph Baer, the inventor of the first home gaming console, and the second is about Eric Zimmerman, designer of Sissyfight. Sadly, the awesome-looking Escape from Zombie Hotel has note been released, but the oher games designed during the contest are available here. [via Rock Paper Shotgun]
posted by Kattullus on Apr 20, 2010 - 19 comments

Aesthetic Addiction

Tom Bissell recounts how he was addicted to video games and cocaine and how beautiful he finds computer games. Tom Bissell, who was profiled by Poets & Writers three years ago when his writing career seemed like it could only go up, has written books and articles for such magazines as The New Yorker, Harper's, Esquire, The Believer, among others. For the last three years he's spent his writing time on Grand Theft Auto IV and other games. The Observer convened a number of games journalists and industry folk to converse about video games in connection to Bissell's essay. Earthworm Jim designer Dave Perry gave a TED talk a few years ago about the increasing aesthetic value of games which included a video by a college student Michael Highland called As Real as Your Life, which presents his thoughts about what it's like to have grown up on computer games. [Tom Bissell previously on MeFi]
posted by Kattullus on Mar 22, 2010 - 166 comments

Coelacanth: Lessons from Doom

Jean-Paul LeBreton, level designer for BioShock 2, has written an analysis of the original Doom as well as remade (demade?) a level from BioShock using Doom [design notes].
posted by brundlefly on Mar 3, 2010 - 68 comments

Cruise Elroy

Cruise Elroy, by mefi's own danb, is a blog about games, specifically video games and music.

In the past, he has covered the music of Mother 3 and its battle system, gone over Ocarina of Time's music in six parts (plus Koji Kondo's favorite cadence and SSBB's OoT medley), described the use of irregular meter in videogames, pointed out the jazzy basslines of Sonic the Hedgehog, and even examined what the 1-up jingle says about the rest of the game.
posted by flatluigi on Jan 29, 2010 - 24 comments

Overgrowth Design Blog

Wolfire Games (Lugaru, Black Shades) is blogging the creation of their next game, Overgrowth. Every aspect of the design process, from the technical to the creative, is thoroughly detailed and illustrated, with new articles appearing every few days. In addition, every preorder grants access to the alpha version and editing tools, which are updated on a weekly basis. A great source of information if you're interested in contemporary game design! (Bonus: Wolfire and Unknown Worlds are currently selling a bundled preorder for Overgrowth and Natural Selection 2 for $40 [70% off], but only for 20 more hours!) [more inside]
posted by archagon on Jan 12, 2010 - 7 comments

FlashPunk AS3 Library

Howdy, Flash game developers! Remember flixel? Well, a new raster-based ActionScript 3 library has just been released: FlashPunk by Chevy Ray Johnston, creator of Skullpogo and Beacon. [more inside]
posted by archagon on Jan 10, 2010 - 21 comments

Now you're thinking with science.

Ever wonder how the physics of Portal's portals worked? Or how Mario could walk on space rocks in Super Mario Galaxy? Games Demystified seeks to answer these pressing questions, with code samples and working demos. [more inside]
posted by hellojed on Nov 7, 2009 - 8 comments

Making <strike>Manaclash</strike> Magic

Sixteen years ago, Dungeons and Dragons aficionado Dr. Richard Garfield had an idea for a game. He mocked up a few black and white cards and then he and a friend played the very first game of Magic: The Gathering. The first modern collectible card game, Magic was a runaway success and within five years Wizards of the Coast, a company with Magic as almost its sole product, purchased TSR Inc, the publisher of Dungeons and Dragons. [more inside]
posted by 256 on Oct 28, 2009 - 177 comments

flixel

flixel is an ActionScript 3 framework abstracted from Adam Atomic's raster-based games, including FATHOM (previously) and Gravity Hook. [more inside]
posted by archagon on Jun 5, 2009 - 33 comments

The Chainsaws Of November

CliffyB Knows Fun (single-link New Yorker)
posted by turgid dahlia on Oct 27, 2008 - 33 comments

Vintage Chris Crawford Videos

Chris Crawford puts up videos of some of his earlier talks and interviews. So far, there are four pieces but he says there will be more to come. These are the direct links to Quicktime movies that are also in his forum post which is the initial link. An Interview in 1982 about his nuclear power plant simulation Scram (52 MB), 1990 interview on Balance of Power (62 MB), half-hour interview with 30 seconds of Crawford about Excalibur (331 MB), lecture at the 1990 Computer Game Developers' Conference entitled "The Mystique of the Loop" (657 MB).
posted by Glow Bucket on May 23, 2007 - 13 comments

Saaay, aren't you?

I always thought Bruce Campbell would be perfect to play the guy from Doom. And yeah, Howie Long is a dead ringer for Duke Nukem. But looking at how much Mr. T looks like Barrett from Final Fantasy 7 and Winona Ryder looks like Vice from King of Fighters I have to wonder how much of this is on purpose? Of course there are the exceptions.
posted by Smedleyman on Aug 4, 2005 - 20 comments

Page: 1