Tag: design

The 10 Games You Should Have Played

This is a belated response to Brian’s post (which is a response to Adam’s post).I’m going to speak as a designer rather than a gamer, and list some titles which I think teach us something about game design rather than necessarily being the best gaming experiences available. Yet I accept they are biased towards my…


The importance of abstraction

From the late 90s to the present day, many commercial games have been focused on some sort of realism – graphical photorealism, real-world physics, etc. Certainly when you look at the man-hours spent on most game software you’ll see far more of it invested in features that further the simulation aspects: eg. the creation of…


Understanding what facilitates meaningful strategy in games

Often we invent games by taking an existing game that works and adding a twist to it, or changing some aspect of its behaviour or theme to something different. But how would we create a game from nothing, without using an existing game as a framework? In particular, how do we make the game complex…


Crossover games and explaining them to the audience

There’s a post on Penny Arcade from a few weeks back which is complaining that a certain game BrĂ¼tal Legend seems to masquerade as one type of game (ie. a Real Time Strategy game) while actually being something else (a third person action-RPG). The tone of the article is that games shouldn’t be mixing one…


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…