jamesmelzer + games 95
User interface design in video games, diegetic interfaces | the wanderlust.net
august 2010 by jamesmelzer
ref: Erik Fagerholt and Magnus Lorentzon
anthony_stonehouse
diegetic
games
ui
ux
ixd
august 2010 by jamesmelzer
Still Alive/Lyrics - JoCopedia, the Jonathan Coulton wiki
december 2009 by jamesmelzer
We do what we must because we can.
jonathan_coulton
portal
still_alive
games
music
december 2009 by jamesmelzer
Charlie Brooker: why I love video games | Technology | The Guardian
december 2009 by jamesmelzer
a nice set of starter games to initiate the non-gamer
games
charlie_brooker
december 2009 by jamesmelzer
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
Massively Social Games: Next Generation Experiences
february 2009 by jamesmelzer
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
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
february 2009 by jamesmelzer
Vrogy.net » Blog Archive » Halo Magnum.. In Real Life.
february 2009 by jamesmelzer
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
Pew Internet: Teens, Video Games and Civics
january 2009 by jamesmelzer
Gaming among (US) teens is universal
via:andrew_hinton
pew
internet
games
social_media
research
ux
ixd
january 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
Massively
october 2008 by jamesmelzer
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
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
MMORPG Gamers and Social Media Junkies More Alike Than You'd Think
september 2008 by jamesmelzer
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
july 2008 by jamesmelzer
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!
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
www.playgreenhouse.com
april 2008 by jamesmelzer
The Penny Arcade's own game distribution channel.
greenhouse
penny_arcade
games
publishing
april 2008 by jamesmelzer
The Escapist : Zero Punctuation
february 2008 by jamesmelzer
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
february 2008 by jamesmelzer
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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