August 2007
Utopie ludique, réflexions sur le 10ème art
by j_cQuelques notes et réflexions sur le game design et l'expérience utilisateur dans les jeux video.
March 2006
Slashdot | Patterns in Game Design
by bcpbcp (via)A comprehensive compendium of game design "patterns"
February 2006
Christian Nold Interaction Design RCA
by bcpbcp (via)Hypothetical biofeedback computer game with pulse rate sensors.
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.
January 2006
Casual Game Design » Coming up with game ideas
by bcpbcpComing 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.
Raph Koster's Home Page | Moore's Wall: Technology Advances and Online Game Design
by bcpbcpThis 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.”
November 2005
Game Design Challenges | Collateral Romance
by bcpbcp"Eric Zimmerman has run "Game Design Challenges" at several GDC's now. At each, he picks a difficult topic to design a game about, and then lets loose three designers to come up with a game based on the topic. I participated in the inaugural one in 2004, losing to Will Wright's "Collateral Romance" idea, which involved setting non-combatants down inside a first person shooter, with the task of making it to the other side a la Casablanca, and hoping that they would form attachments along the way. Warren Spector didn't come up with a game idea, and I presented what's below."
The Philosophical Roots of Computer Game Design
by bcpbcp (via)"This is an approximate transcript of the text of my lecture at the 2004 GDC. I present it in this form because the nature of the material does not lend itself to the traditional paper format. Also, because the lecture is informal and to some extent ad-libbed, this is not a verbatim document."
Lost Garden: Mini Game Design Reviews: Guitar Hero and Wierd Worlds
by bcpbcp"I wanted to briefly mention two very different games that I’ve been spending time with recently. The first is Guitar Hero by Harmonix and the second is Weird Worlds: Return to Infinite Space by Digital Eel. Neither is a traditional game, and both have some good lessons about game design to share."
Only a Game: A Game Design Grammar
by bcpbcp & 1 otherWhat does it mean to talk of a grammar of game design? And does specifying such a grammar give us an insight into the underlying structure of games, or a new method for approaching game design - or both? Because games vary from pure mathematical formalisms (at the ludic extreme) to behavioural descriptions (at the opposite extreme), any formal reductionistic system will either be focused primarily on the former, or require sufficient latitude to express practically infinite diversity. One such approach is to define a categorial grammar of game design.
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