infovore + gameplay   10

Gamasutra - Features - On Changing The Shape Of Interaction
"...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?
"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
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
"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
"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
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'
"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
"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
"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
"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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