Blog Archives

Interpreting Feedback: Asteroids and Laser Wars

Theres a theory that consumers don’t know what they want to buy. I think this is for the most part cynical and disrespectful, but it is based on something true. Most people don’t always know exactly what they want at

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Posted in Game Philosophy

Dev Advice- Levels and Assets

I’ve been naming all the assets for individual levels in my games based on the number they’re played in. So the level for mission 1 is called “rm_mission_1”, the map is called “bkgd_mission_1”, etc. Today I added some extra levels

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Boring Games

Here’s some games I find extremely boring. Don’t feel offended if you like them, maybe I just don’t understand the appeal. It’s just my opinions, not particularly well thought through. It’s OK to like different things. So here’s my current

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Asymmetrical Online Dialogue

Online platforms such as Twitch.tv allow people to broadcast their voice and video to the public. It also allows those watching to communicate with them in the form of text. This communication is almost live (with delay of around 15

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Posted in Game Philosophy

Limited Choice in Games

Many games allow you to customise some aspects of your gameplay, such as gear and abilities in RPG’s, weapon loadouts and perks in FPS’s, and general character customisation. While these are generally good things, it is possible to make these

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Story and Fun in Videogames (A discussion on games as art and literature)

In response to a small section of Totalbiscuit’s video essay on multiplayer only games In reality a competitive multiplayer game can have indeterminate value. Some of the more narrow minded are dismissive of multiplayer games, claiming that they don’t have

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Balance in Multiplayer Games

Many people enjoy playing games with their friends, either online or locally. This is a natural addition to many games and makes a lot of them better. Upon careful analysis though, there are many times when this does not work

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Posted in Game Philosophy

Saving Game Progress

There are multiple ways games can save a player’s progress. I’m not familiar with any secret methods for this, so as far as I know the methods are fairly straight forward and are likely similar in computer science. The first

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Posted in Game Philosophy

Game Design vs Gameplay

This article points out something that most people probably have experienced, but maybe haven’t realised applies on a larger scale. http://www.yoyogames.com/tech_blog/135 The article talks about how game designers come across challenges while trying to do something, for example making an

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Spoilers

Spoilers are never OK, no matter how old the subject content is, unless the people who hear it want to hear it. It cannot be assumed that someone has seen or played something simply because it is old. No matter

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Posted in Game Philosophy
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Slizer Battle Management System Windows game
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