Game Design Sketchbook

A blog devoted to a hands-on study in game design

zerofeedback:

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I don’t have the guts to complete this game. Do you?”February 28, 2010

Noyb’s remarks: “Nor do I. But as I’ve said before, creating a game you don’t intend a player to win is a valid way to express oneself. Instead of trying to simulate and digitally replicate Thoreau’s…

Love it.

callmemonamiral:

Whether you’re indie or AAA, for consoles or computer, I want to follow you and get to know you !

(via seraix)

So sorry for the long period of quiet, everyone! I’m very busy working with my team on a new game. Unfortunately this has more or less meant death for some of my older projects, and a major slowdown in critical theory output. I don’t have enough stuff together to make a real announcement just yet, but look for one soon! Expect this next game to be bigger, more interesting, and far more of an undertaking than anything I’ve made yet.

So here’s a definition: The richness of a game is a measure of its emergent properties, where games that produce more frequent, significant, chaotic, and patterned emergence (during gameplay) are more rich.

And an opinion: Richer games are more beautiful, interesting, and exciting.

And a thesis: Games that demonstrate greater interdependence of parts (systems, objects, players) tend to be richer.

Below the cut: a (partial) explanation.

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femfreq:

Damsel in Distress: Part 1 - Tropes vs Women in Video Games

This video explores how the Damsel in Distress became one of the most widely used gendered clichés in the history of gaming and why the trope has been core to the popularization and development of the medium itself.  As a trope the Damsel in Distress is a plot device in which a female character is placed in a perilous situation from which she cannot escape on her own and must then be rescued by a male character, usually providing a core incentive or motivation for the protagonist’s quest.

ABOUT THE VIDEO SERIES
The Tropes vs Women in Video Games project aims to examine the plot devices and patterns most often associated with female characters in gaming from a systemic, big picture perspective. This series will include critical analysis of many beloved games and characters, but remember that it is both possible (and even necessary) to simultaneously enjoy media while also being critical of it’s more problematic or pernicious aspects.

For more examples of the Damsel in Distress see our Tumblr for this series: http://tropesversuswomen.tumblr.com

Visit http://www.feministfrequency.com for more information, videos and a full transcript.

There are plenty of people who think that playing chess is a terrible thing and that it will ruin your life if you get obsessed with it. And they’re not wrong. There is an ethical dimension, but I think that problem is there in every form of aesthetic culture. If you devote your life to playing the banjo and being a bluegrass musician, you also have to confront that – no one says to you, “To what end?” You better have spent your life doing something that has value to you. That is the real question of aesthetics. Part of what we’re saying when we make aesthetic judgements is: “How should I spend my life? How should I spend my time?” It’s not what you’re then going to extract from it to apply to something else to where it really matters. Those hundred hours are what really matters. If you’re not getting something of value from that, even if it’s a pleasure in pain, pleasure from submission to this larger system, a pleasure in destroying some of your leisure time in the same way that someone destroys their money playing the lottery. It all comes down to an aesthetic question: Is it beautiful, is it interesting, is it deep?

doing some visual development / color exploration for my thesis game

I’m about 12 or so hours into Ni No Kuni, and have just gotten both alchemy and my final companion. The game borrows from a lot of places (Pokemon), and I have to say there are some things about it that really bother me (awkwardly punishing combat), but the game’s ‘Wizard’s Companion’ is just about the coolest thing ever.

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Ni No Kuni is primarily composed of three major gameplay modes: world traversal, zone traversal, and battle sequences. The broadest mode, world traversal, features an elevated, distant camera, fast character movement, and open areas which contain enemies, collectable rewards, and the entrances to zones. It is beautiful and scenic, but the player is removed somewhat from the characters and the action, allowed to float quickly across the world to eventually focus in on either a combat or a zone.

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Hey everyone! Here’s the TIGsource feedback page for my newest game! Link to the installer available at the destination.