Gamasutra - Features - On Changing The Shape Of Interaction
february 2010 by infovore
"...let's not kid ourselves. If you sell a game that's a first-person shooter, then no matter how many RPG elements you shoe-horn into the game, the shadow that hangs over every character interaction that you have, no matter who they are, is the question in the player's mind of "What happens if I shoot this person?" And that's our own fault! We've sold the player that; we've made a contract with the player that says it's okay to kill people. Why would we then chastise them for exploring that?" Patrick Redding is brilliant. This interview, with Chris Remo on Gamasutra, is great - Remo asks some smart questions, and Redding gives some really smart answers.
patrickredding
chrisremo
gamasutra
gameplay
narrative
interaction
perspective
february 2010 by infovore
Cruise Elroy » Who needs to win?
april 2009 by infovore
"As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
games
play
gameplay
roleplaying
success
failure
drama
narrative
april 2009 by infovore
Click Nothing: GDC09 - Part 2 - Improvisation presentation materials
april 2009 by infovore
Clint Hocking's presentation materials - talk, slides, short mpeg - from his GDC09 lecture, "Fault Tolerance: From Intentionality to Improvisation". It's meaty and weighty and it's really, really, really good, and covers lots of bases and I'll need to read it again. Lots of dense stuff about the balances between Far Cry 2's gameplay systems, designing systems for improvisation, and rebalancing games to what they want to be. My mancrush is not abated, sadly.
gdc
gdc09
talk
presentation
farcry2
gameplay
games
design
balance
systems
improvisation
impro
clinthocking
april 2009 by infovore
Review: Consequence-Free Prince of Persia Reduces Frustration, Loses the Fun | Game | Life from Wired.com
december 2008 by infovore
"Yes, it's true that at no time while playing Prince of Persia did I feel any of the frustration that I felt on a regular basis in Mirror's Edge. But neither did I ever feel the joy of doing something right, of stringing together a perfect series of vaults and wall-runs and feeling like it was based on my own skill. Can one exist without the other? Is it impossible to create joy without difficulty? I don't know. But Prince of Persia lost something significant." I'm a bit worried about the new Prince, especially having read this; the challenge/reward balance is hugely important to it as a series, especially since the marvellous Sands of Time. Also, more worryingly: are developers shying away from letting players fail any more?
princeofpersia
review
games
gameplay
mechanics
challenge
failure
reward
december 2008 by infovore
Ludomancy » Sense of Wonder Night
september 2008 by infovore
"Moon Stories, a collection of my latest three experiments, got selected to be presented at the Tokyo Game Show during the Sense of Wonder Night, the japanese version of the Experimental Gameplay Sessions." Beautiful, notably "I wish I were the Moon"
games
play
calvino
narrative
experimental
gameplay
flash
september 2008 by infovore
Versus CluClu Land: Why WarioWare is Game Design DNA
august 2008 by infovore
Pliskin on WarioWare as a pinnacle of "pure gaming" - stripping away gameplay and interaction to the rawer level of "what are the rules"?
warioware
nintendo
play
rules
interaction
gameplay
games
august 2008 by infovore
GameSetWatch - In-Depth: Braid 's Blow On Why 'Games Need You' Develop: Braid's Blow On Why 'Games Need You'
august 2008 by infovore
"Gameplay elements have meanings outside of the visual and linear; the meaning of the gameplay rules is often in conflict within the visual meanings from the linear meanings, which results in a game becoming conflicted."
gameplay
play
narrative
story
games
jonathanblow
braid
theory
august 2008 by infovore
Versus CluClu Land: Gamers are Maximizers of Utility
july 2008 by infovore
"I thought this decision to attach a reward to the choice represented a failure of nerve on the part of the designers ... wedding a gameplay-reward to a decision that ought be governed by one's sense of character and motivation."
iroqouispliskin
criticism
games
writing
gta4
narrative
gameplay
storytelling
reward
july 2008 by infovore
Versus CluClu Land: I Asked Harmonix about Note Tracking, and Here's What I Learned
july 2008 by infovore
"The people responsible for note tracking ... aim to reproduce the way that the song is played on a real guitar to the greatest extent possible within the confines of the guitar controller's limited repertoire of moves." Which is what I assumed.
guitarhero
play
music
games
interaction
gameplay
notechart
design
july 2008 by infovore
Rock, Paper, Shotgun: Best In The World At Kate Bush » Blog Archive » Fez Footage From GDC
february 2008 by infovore
"Finally some new footage of IGF competition finalist Fez." Oh wow. This looks like it could be very good indeed.
fez
games
gameplay
igf
independenet
innovative
3d
2d
platformer
february 2008 by infovore
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