jamesmelzer + game_design   41

Gamasutra - Feature - "How to Prototype a Game in Under 7 Days" Printer Friendly
Game design students are asked to design games in only a few days, to get comfortable with open creativity, discarding designs and rapid prototyping.
game_design  prototype  ux  design  process  analysis  methods  creativity  productivity  games  ixd 
december 2008 by jamesmelzer
Annals of Technology: The Grammar of Fun: Reporting & Essays: The New Yorker
No, I play a game that’s not as fun as it should be, that’s broken, until it’s no longer broken. Then I give it to other people to have fun with. - CliffyB
gears_of_war  cliff_bleszinski  epic  games  game_design  ux  process  analysis  teams  methods  in:newyorker 
november 2008 by jamesmelzer
Star Bucks // Interview
interview with Eve Online's chief economist
research  analysis  eve  games  economics  ux  ixd  game_design 
october 2008 by jamesmelzer
Free to play game best practices are the same as game best practices, only moreso « Lightspeed Venture Partners Blog
Low barrier to entry, promise of a greater long-term experience AND compelling social features for word-of-mouth marketing.
f2p  games  business_model  game_design 
september 2008 by jamesmelzer
Evolving Business Models in MMOs - Panel » Free To Play
panel discussion on MMO business models, very similar to the one we saw at PAX08
mmorpg  games  business_model  game_design  =discussion  economics 
september 2008 by jamesmelzer
Social games need endgames « Lightspeed Venture Partners Blog
Endgame gameplay, elder gameplay, is a mandatory and compelling part of the genre’s equation. In fact, in Damion’s opinion complex elder gameplay exemplifies what makes the massive genre what it is…
games  game_design  ux  endgame  mmorpg 
september 2008 by jamesmelzer
Using dual currency systems is the best way to sell virtual goods « Lightspeed Venture Partners Blog
Jeremy asked me to talk a bit about the virtual goods business model, how to make it work, and what some best practices are when implementing it. I’m going to focus on one area of the subject matter: Unlocking the demand that’s latent inside your non-paying user base.
economics  mmorpg  games  game_design  matt_mihaly  business_model 
september 2008 by jamesmelzer
Ernest W. Adams - The No Twinkie Database!
An exhaustive list of 'what not to do' in game design. Why is there no equivalent list for web design? Anyway, this is a great resource.
games  game_design  analysis  commentary  design  antipattern 
june 2008 by jamesmelzer

related tags

=aggregator  =book  =discussion  =presentation  =video  abstraction  accessibility  agents  allocation  amy_jo_kim  analysis  antipattern  audience  black_box  bryce_glass  burnout  business_model  capability_level  chaos  cliff_bleszinski  commentary  consequence  content  content_strategy  creativity  darpa  david_perry  decision_making  dennis_crowley  design  design_thinking  DoD  doug_church  dynamics  economics  economiesofscale  economy  emergent_behavior  emergent_systems  emotional_response  endgame  epic  eve  experience_lifecycle  eyetoy  f2p  failstate  failure  feedback_loop  firm  flickr  foursquare  freakin_genius  fred_beecher  fun  games  game_design  gears_of_war  goals  goalstate  greg_costikyan  grouping  growth  gta  harry_brignull  in:boxesandarrows  in:lostgarden  in:newyorker  in:uxmatters  intention  iphone  ixd  joe_lamantia  john_ferrara  joshua_porter  justin_smith  language  layers  mapping  market_research  matt_mihaly  maxis  mechanics  mental_model  metaphor  methods  mike_ambinder  milking  mmorpg  mobile  mood_maps  move  narrative  nesting  networks  new_york  noah_schaffer  opposition  order  pace-layering  paper_prototype  participation  participation_architecture  patterns  pattern_language  personas  play_style  polti_ratios  position_identification  process  productivity  propagation  prototype  ps3  psychology  randy_farmer  red_herring  reputation  research  richard_marks  risk-reward  rosenfeld_media  segmentation  shortterm-longterm  simulation  socializing  social_media  social_networks  specialization  steffan_antonas  steve_baty  steve_cable  stone_librande  story  teams  theory  tokens  toys  training  tutorials  ui  usability  user_contributed_value  user_research  ux  valve  via:joe_lamantia  video  will_wright  worlds  xeodesign  zynga 

Copy this bookmark:



description:


tags: