jamesmelzer + game_design 41
Game Design with Will Wright
june 2009 by jamesmelzer
Will Wright (Spore, The Sims, SimCity, SimEarth, etc) provides an engaging overview of game design.
will_wright
=video
game_design
games
networks
chaos
emergent_behavior
emergent_systems
risk-reward
allocation
order
mapping
shortterm-longterm
abstraction
toys
dynamics
agents
layers
propagation
growth
grouping
nesting
specialization
pace-layering
economy
economiesofscale
failstate
goalstate
june 2009 by jamesmelzer
Gamasutra - Feature - "How to Prototype a Game in Under 7 Days" Printer Friendly
december 2008 by jamesmelzer
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
november 2008 by jamesmelzer
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
october 2008 by jamesmelzer
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
september 2008 by jamesmelzer
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
september 2008 by jamesmelzer
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
september 2008 by jamesmelzer
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
september 2008 by jamesmelzer
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!
june 2008 by jamesmelzer
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
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