February 2006
Gamasutra - A Circular Model of Gameplay
by bcpbcpThree 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.
Gamasutra - Feature - "Anticipatory AI and Compelling Characters"
by bcpbcpMuch of the work in game AI has focused on the ‘big' problems: path planning, squad planning, goal-directed behavior, etc. The result is characters that are capable of increasingly intelligent behavior. However, acting intelligently and acting aware and sentient is not the same thing. But if we are to create the kind of compelling and emotional characters upon which the next generation of computer games will be based, we must solve the latter problem, namely how to build characters that seem aware and sentient.
January 2006
Gamasutra - Book Excerpt - "Patterns in Game Design: Using Design Patterns"
by bcpbcpThe following is a selected excerpt of Chapter 4 from Patterns in Game Design (ISBN 1-53450-354-8) published by Charles River Media, Inc.
November 2005
Gamasutra - Book Excerpt - "21st Century Game Design: Designing for the Market"
by bcpbcp"Why is game design often overlooked as an important factor contributing to game sales? Perhaps because when most people in development companies talk about “good game design,” they mean “game design that produced a game I really like.” This sort of subjective validation of game design is of no use in business, which thrives on repeatable methods based around capturing a target audience—the market. Unable to see the profit resulting from “good design”— especially since many allegedly well-designed games fail commercially— most businessmen ignore design entirely."
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