A few links of interest

 Posted by (Visited 4648 times)  Game talk
Aug 212007
 
  • CNet has an article on THQ using brain sensors to refine gameplay. I saw this sensor at GDC last year… The game industry doesn’t do nearly enough, overall, in terms of scientific assessment of their product. There’s a great playability lab at Microsoft that monitors players as they experience games, but there’s a really long way to go in terms of measuring people’s reactions to the content. Fortunately, there’s folks like Mark Terrano (who has a great diagrammatic method of measuring player engagement over gameplay time), Nicole Lazzaro, and Dan Cook thinking about this. 🙂

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Applying game design to web apps

 Posted by (Visited 5275 times)  Game talk
Aug 202007
 

Somehow I forgot to blog this when it first appeared, and when I dug through my email, I found I had even missed an email from the author letting me know it went up!

The Startup Game: Using game design to build the next Digg or Flickr is a good article on Amy Jo Kim’s five key ways to apply game stuff to the web:

  • Collecting
  • Points
  • Feedback
  • Exchanges
  • Customization

Worth checking out!

Reversing asymmetrical games

 Posted by (Visited 8103 times)  Game talk
Aug 202007
 

Anti-TD is a fun take on Tower Defense games: you play the never-ending march of invaders, and the computer places the towers.

I’ve talked a lot in the past about how games can be symmetrical or asymmetrical. Symmetrical games are ones where the capabilities of the player are comparable to the capabilities of the opponent: tennis, Quake, chess. Asymmetrical games are ones where the player and the opponent have differing games to play. This latter form really flourished with the advent of computers, but examples do exist from prior; for example, baseball or cricket can be viewed as alternating rounds of asymmetrical gameplay, and board games like Fox & Geese are asymmetrical.

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Why Have Gold Anyway?

 Posted by (Visited 12387 times)  Game talk
Aug 202007
 

This article originally appeared in Massive quite a while ago… the mag seems to be undergoing some changes, including editorial turnover, alas.

Why Have Gold Anyway?

What with all the talk about RMT, how it affects a game, whether it’s something to be banned or embraced, and so on, it’s easy to lose sight of fundamental matters. Why is there gold in these games anyway? Should the games be about chasing wealth, or are we missing out on other styles of gameplay by focusing so much on acquiring shiny fake currency?

It’s worth stepping back and thinking about how these games work overall from a design perspective. After all, the games can mostly be boiled down into a pretty small and repetitive set of activities:

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Aug 192007
 

No, I didn’t forget. 🙂

Here’s a song I wrote last year sometime. It’s really simple and in standard tuning for once, I’ll post the chords with it below.

There’s actually two very different recordings of this; I posted the new one I did, which is all acoustic — the other is more electric with a rockabilly drumbeat behind it.

Yah, I know, the bass is muddy as hell, I mixed the backing vocals a little too low, and the electric guitar part sux. But hey, it’s very much a tongue-in-cheek song anyway. Who cares? It’s supposed to sound like everyone is just hanging out jamming.

Lyrics:

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