jamesmelzer + games   95

Massively Social Games: Next Generation Experiences
Opportunity for Mastery > Fiero; Hard Fun: Accomplishment and mastery, choice creates fiero
Spark Imagination > Curiosity; Easy Fun: Experimentation creativity imagination and goofing off, imagination creates curiosity
Ticket Relaxation < Values > Relaxation, smarter; Serious Fun: Change how feel, think, behave and to do real work, players value the ability to relax
Excuse to hang out w/friends Relationships> Amusement; People Fun: socialization and interaction with others, friendship builds social bonds
=presentation  mmo  games  joe_lamantia  social_media  mastery  imagination  relaxation  relationships 
february 2009 by jamesmelzer
Vrogy.net » Blog Archive » Halo Magnum.. In Real Life.
A piece of in-game tech, CAD modeled by a fan, then 3D printed into existence.
3D_printing  halo3  games  freakin_genius  CAD  design 
february 2009 by jamesmelzer
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
Massively
online mag about MMO/MMORPG games and the biz behind them
mmorpg  games  mmo  =mag 
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
MMORPG Gamers and Social Media Junkies More Alike Than You'd Think
Mark observes that user behaviors can be similar on social media sites and multi-player games.
games  mmorpg  social_media  social_network_analysis  mark_dykeman  in:mashable 
september 2008 by jamesmelzer
Rock, Paper, Shotgun: Technically not an animal
Rock, Paper, Shotgun - the PC games site. News, opinion, critique, retrospectives and miscellany about all things PC gaming
games  mmorpg  =blog 
july 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
www.playgreenhouse.com
The Penny Arcade's own game distribution channel.
greenhouse  penny_arcade  games  publishing 
april 2008 by jamesmelzer
The Escapist : Zero Punctuation
Weekly web video game reviews by Ben "Yahtzee" Croshaw.
games  =review  =video  zero_punctuation 
february 2008 by jamesmelzer
Halo 3: How Microsoft Labs Invented a New Science of Play
Systematic testing in a state-of-the-art facility lets developers study players' actions and reactions to the new game. The end result? A satisfying sequel that's carefully tweaked to deliver maximum fun.
user_research  games  design  play  product_development  halo  microsoft  in:wired  clive_thompson 
february 2008 by jamesmelzer
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