Showing posts with label games design. Show all posts
Showing posts with label games design. Show all posts

Thursday, April 25, 2013

Non-Digital Games Design Workshop with David Parlett

The UCS Computer Games Design course had a non-digital games design workshop on Wednesday, which was facilitated by award-winning games designer, author, games historian and consultant David Parlett. The theme of the workshop was race games. David is the inventor of the Spiel des Jahres winning race-game Hare and Tortoise and the author of many books and articles on games, including The Oxford History of Board Games.

Thursday, August 19, 2010

Schelling Out

Here's a video recording of Jesse Schell's recent presentation on game development at the DICE 2010 conference. Schell considers the economics of online games [particularly Facebook games, including the ubiquitous Farmville]. Here's some interesting facts:
FV > T

There are more Farmville players than there are Twitter accounts.
LG > DP

Lead generation is greater than direct payments (first they hook you in, then they hit you up).
Facebook is strange

Facebook is strange when compared to retail economics.

Schell links various "unexpected" aspects of recent games development (the success of Facbook games, plastic add-ons/input devices, "achievements", etc, by referring to psychological aspects--he calls them "tricks"--of game design.

When (drawing on Jim Gilmore and Joe Pines's Authenticity: What consumers really want), Schell goes on to talk about how contemporary culture has an aspect of "reality" or "authenticity" that is designed to allow consumers to believe they can get beyond "the bubble of fake bullshit", I think he's referring to what the Frankfurt School might have called "false consciousness".

This is such interesting stuff you'll want to watch it twice.





Games and platforms discussed include Mafia Wars, Farmville, Club Penguin, Wii, Wii Fit, Guitar Hero, Webkinz.

Thursday, March 11, 2010

Doing it alone versus doing it with others

Naomi Alderman has endured the travails of watching commercial television to observe that Nintendo is pushing the "social" aspects of gaming by employing the nation's most loved gurning northern lads to pretend to play with a Wii whilst a southern pair of Balls pretend to play with a DS. Alderman remarks that while playing with or against someone else is seen as an inherently "good" thing, she prefers to play by herself.

The original post is here: http://www.guardian.co.uk/technology/2010/mar/10/naomi-alderman-the-player

Interestingly, in a revised version of the piece, posted a few days later, guilt and the "Protestant work ethic" seem to have excised Alderman's inclination to extol the joys of solo-gaming. The revised version is here: http://www.guardian.co.uk/commentisfree/2010/mar/17/lone-gamer-no-shame

Also cut from the reworked piece is a link to an interesting article on game mechanics by Jason Rohrer: "Testing the Limits of Single Player". Rohrer discusses game mechanics and tries to devise a single-player game that offers depth without relying on AI or randomness. While he thinks it can't be done, he comes up with something called i45hg which, although "reasonably interesting" for a few turns, doesn't feel like a real game.