Pitfalls of using wikis for game design documents

I recently made a post on this issue over at Gamedev.net, and thought I’d clean it up a bit to post over here, as I think it’s worth talking about. Designers are often looking for new and better ways both to create and present their design documents, and rightfully so. Just as programmers may try…


Playing time

Personally I love RPGs, and especially those permitting a large degree of freedom for exploration such as Oblivion or the Might and Magic series. Even with more linear games I tend to have a cautious play style, spending 30 minutes on Doom 2 levels that had a ‘par’ time of 2 minutes, spending 8 hours…


Dissecting a ‘simple’ game

Apologies in advance for the length of this entry; there’s a short summary in the last paragraph if you’re pressed for time! A few weeks ago, in a moment of extreme boredom, I stopped to watch the snooker player Stephen Hendry score the maximum possible ‘break’ of 147 points. (13 minute video.) Snooker is not…


Does ‘games as art’ have to mean ‘games as metaphor’?

In recent times there has been growing recognition of “games as art”, a term which is necessarily as vague as the wide scope of “games” and “art” allows, but which tends to evoke very specific images. The mainstream games industry tends towards heavily simulation-based 3D games with increased levels of fidelity in terms of rendering,…