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mcherm : gamedesign   95

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Fumbles, or "What do a scarecrow, a janitor, and a kung fu Kraken have to do with eachother?" - Pathfinder_RPG
A classic essay on game design -- this one proposes to simple tests that any RPG fumble system ought to pass (and many don't).
gamedesign  via:reddit  D&D  pathfinder 
february 2019 by mcherm
My collection of "one page" RPG systems! - rpg
A collection of simple RPG systems. Includes World of Dungeons.
roleplaying  gamedesign  GamingIdeas 
december 2018 by mcherm
How to Make a Roguelike
An incredibly huge and detailed article on building "roguelike" computer games.
gameprogramming  programming  gamedesign 
december 2018 by mcherm
Spirit Island | Board Game | BoardGameGeek
A cooperative game with a strong theme and supposedly good play. (But weak to "single person plans everything.)
games  gamedesign  via:reddit 
december 2018 by mcherm
"How I Play Pandemic Blind." A good lesson about making games accessible and thinking about quarterbacking in cooperative games - tabletopgamedesign
Cooperative games that suffer from quarterbacking do so because there is no hidden information. No hidden information is also good in that it allows this blind player to participate. Also, there is a company that makes kits for the blind to play board games.
handicaps  games  gamedesign  via:reddit 
june 2018 by mcherm
Bug – perceptual binding, identity and meaning in a new sort of polyomino game – Nick Bentley Games
Chess pieces have special powers; go shapes do too but emergent powers not specified in the rules. Human perception will join adjacent same-colored pieces into a whole; build a game that exploits that.
games  gamedesign 
june 2018 by mcherm
Life in Blooms: 3rd eyes, minimal life, and one-sided seki – Nick Bentley Games
A hex board variant of go. Each player has two colors and may play one piece of each color on their turn.
games  gamedesign  go 
june 2018 by mcherm
Why have critical success and failure? / Paizo Blog
Because "save or lose" isn't fun (either ends fight or wastes a turn), but with 4 possible outcomes it can be more balanced.
gamedesign  via:reddit 
march 2018 by mcherm
Civilization is all rise and no fall | Rock, Paper, Shotgun
The civ games show an upward-only progression. Historically, our civilization is unusual in having that perspective: many others saw greater civilizations of the past that had fallen to reach the present. Leads to hiding global warming and stuff like that.
gamedesign  philosophy  via:HackerNews 
march 2018 by mcherm
Lost Garden: Cozy Games
The concept of a "cozy" game, that makes players feel safe and good instead of challenging them, and notes on how to create this in your games.
gamedesign  via:DanielCook 
march 2018 by mcherm
The neurobiology of Happy Salmon, the world's most ridiculous game – North Star Games
The first game-design article I have read that attributes it's success to neurobiology.
gamedesign  via:reddit  brain  upliftingnews 
january 2018 by mcherm
Lost Garden: Game design patterns for building friendships
A lengthy essay on how to design online virtual games to encourage players to form friendships.
gamedesign  socialcomputing 
february 2017 by mcherm
The 100:10:1 method – the heart of my game design process | Nick Bentley Games
Write down 100 crazy ideas over a month. Develop half a year turning 10 of them into board games. Spend a year or two polishing the best one of those.
gamedesign  via:HackerNews 
june 2016 by mcherm
Co-op games that don't suffer from the "Pandemic problem"? : boardgames
Useful ideas on how to avoid the "quarterbacking" problem in a cooperative game.
gamedesign  via:reddit 
april 2015 by mcherm
Level 99 Games - The Worst Game Feature Ever
Design your game to avoid idle time or players "doing nothing". In games that have turns (most games) this can be difficult; this article talks about to achieve it.
via:reddit  gamedesign 
november 2014 by mcherm
Apps bring new possibilities to board games - Boing Boing
Incorporating mobile phone apps as one component in a tabletop game.
gamedesign  via:boingboing 
october 2014 by mcherm - Rules Questions: Can a Life Oracle with Channeling take channel energy feats?
Essay on how parallel rules should either work identically or clearly differently, not "almost the same".
pathfinder  gamedesign 
august 2014 by mcherm
The card game we couldn't make (and then someone else did) - Boing Boing
They were afraid to make the game because of copyright (it mentioned copyrighted characters). Someone else made the same game and it was really successful.
gamedesign  law  copyright  ip-law  via:boingboing 
june 2014 by mcherm
2048, success and me — Gabriele Cirulli
How the guy who published 2048 handled fame and deciding not to capitalize on it then changing his mind.
via:HackerNews  gamedesign  gamedev 
may 2014 by mcherm
Explaining Boardgame Rules | Questing Beast
Explain games from victory condition backward; it provides motivation.
via:reddit  gamedesign  games 
april 2014 by mcherm
How Data Mining The Web Reveals What Makes Puzzles Hard For Humans — The Physics arXiv Blog — Medium
They discovered that in addition to the number of steps required to solve a sudoku, one should also factor in whether the steps are sequential or can be done in parallel.
gamedesign  personal_net  via:slashdot  sudoku 
april 2014 by mcherm
Massive Open Lab gets volunteers to beat computers in designing RNA | Ars Technica
They turned protein folding into a game, and the players quickly became better than the best computer programs. They even came up with heuristics that no one hand known previously and which significantly improved the performance of the algorithms.
gamedesign  intelligence  ai  science  via:ArsTechnica  ArsTechnica 
january 2014 by mcherm
Lost Garden: Multiplayer Logistics
Some background and theory about building multi-player interaction into computer games.
gamedesign  via:DanielCook  DanielCook 
january 2014 by mcherm
A potentially fun game mechanic | David R. MacIver
Proposed mechanic: You spend tokens to take turns, but having more tokens in reserve gives you a strategic advantage.
gamedesign  via:DavidMacIver  DavidMacIver 
january 2014 by mcherm
Well, I made another one: Suits Duel : tabletopgamedesign
He had a game to design, and I reviewed it. Unfortunately it was too well balanced to allow any strategy.
mypostings  gamedesign 
november 2013 by mcherm
An observation about why some people don’t like board games (and how to cure them of that terrible affliction) | Nick Bentley Games
Some people don't like board games because winning or losing is too important to them. Play a cooperative game with these people.
games  gamedesign 
october 2013 by mcherm
Are certain actions in games copyrighted? : boardgames
The rule mechanisms for several board games are patented. They cannot be copyrighted
boardgames  patent  law  ip-law  via:reddit  copyright  gamedesign 
september 2013 by mcherm
Lost Garden: A single game as a lifelong hobby
There are people who play one game deeply for a long time (eg: chess) and others who consume games like media (a new computer game every couple of months). These are completely different consumption patterns and people don't usually cross over from one pattern to the other.
socialcomputing  gamedesign  gamedev  via:DanielCook 
august 2013 by mcherm
Gamasutra: Ramin Shokrizade's Blog - The Top F2P Monetization Tricks
How to design a computer game to be addictive and to persuade people to spend money.
gamedesign  evil  via:HackerNews  gamasutra  psychology  brain 
july 2013 by mcherm
Players Who Suit MUDs: Richard A. Bartle
An analysis of the 4 motivations for players on MUDs: play to achieve within the game, play to explore the game, play to socialize with other players, and play to attack other players.
socialcomputing  gamedesign  via:HackerNews 
may 2013 by mcherm
Planning for war: how the EVE Online servers deal with a 3,000 person battle
An interesting solution to server overload: they simply slow down the simulation when the servers get overloaded. The user experience is time dilatation during extreme events like a massive battle. Frankly, it's probably a GOOD user experience.
gaming  eveonline  performance  gamedesign  gamedev  via:HackerNews 
january 2013 by mcherm
The Game Crafter - Custom board games and card games! The world leader in print-on-demand games.
You supply image files, they print boards, tokens, cards, and other parts for a custom board game.
gamedesign  useful  boardgames  via:reddit 
january 2013 by mcherm
Legal landscape gets tougher for blatant game clones | Ars Technica
Legal opinion is evolving on whether gameplay elements of computer games are subject to copyright protection.
law  ip-law  copyright  ArsTechnica  via:ArsTechnica  gamedesign 
october 2012 by mcherm
Magic: The Gathering is Turing complete - Boing Boing
It shows that you can't REALLY ban Turing complete systems, they're just too easy to create by mistake.
CoryDoctorow  computerscience  games  gamedesign 
september 2012 by mcherm
An interesting game mechanic
Injury deck; draw as many cards as your HP and keep the one you want. Some cards drain HP; run out of HP and you're dead.
gamedesign  rpg  via:DavidMacIver  DavidMacIver 
june 2012 by mcherm
The guide to implementing 2D platformers | Higher-Order Fun
A really good tutorial on the basic techniques used to build platformer games.
gamedesign  gamedev  programming  via:reddit 
may 2012 by mcherm
Gamification of Sex [Video]
To promote condom use the created a "track your sex life" phone app. It was wildly successful of young adults.
sex  gamedesign  via:HackerNews 
february 2012 by mcherm
Competitive Gaming Article by Day[9]
Skilled players in good games grab small marginal advantages and hold onto them. Well-designed games have a wide variety of strategies with no clear advantages, and many opportunities for making choices.
via:HackerNews  gamedesign 
september 2011 by mcherm
Geek Ken: The problem with using virtual tabletops for D&D
More games are using physical props to track things, and this is good for RPGs. But give some thought to how it works with computerized UIs for RPGs.
gamedesign  D&D 
august 2011 by mcherm
The Jumplomancer - are you serious? > d20 Character Optimization > The Wizards Community
One of the most extraordinary tales of rules abuse that I have ever heard of.
D&D  gamedesign  stories  via:reddit 
may 2011 by mcherm
Ribbon Hero 2
A game for teaching MS office.
microsoft  game  gamedesign  teaching 
may 2011 by mcherm
A GeekDad’s Daughter Reinvents Chess | GeekDad |
He taught his 8-yr-old chess. She came back the next day saying "here are my OWN rules". Turns out, they were cool and interesting rules.
via:HackerNews  gamedesign  chess 
april 2011 by mcherm
Replica Island: Aggregate Objects via Components
Instead of a hierarchy of game objects, use a base object that has a collection of features. Viewable, movable, collidable, are all features. Each feature gets to act during the update loop.
gamedev  gamedesign  programming 
march 2011 by mcherm
Seeking play-testers for my indie RPG : rpg
My feedback on a role playing game someone posted to reddit.
gaming  mypostings  gamedesign  via:reddit 
january 2011 by mcherm
YouTube - Trackstand
What happens if you give an advantage to the guy who's NOT in first place.
gamedesign  via:ArsTechnica 
september 2010 by mcherm
Artificial Stupidity: The Art of Intentional Mistakes
Some thoughts on designing AI for games (particularly first person shooters). To get optimal game experience, you need to build in some stupidity.
gamedesign  ai  programming 
april 2010 by mcherm
Lack of wealth through lack of empathy
He can't understand why anyone would want an app where you take a photo of someone then get to "punch them in the face". Lacking that understanding, he is unable to become rich making such an app. All I can say is, "Me too."
iphone  gamedesign  softwaredevelopment 
april 2010 by mcherm
Game Design Fanatic: Disadvantages, Part IV: How the types of disadvantages work with the disadvantage system goals
On balancing of "disadvantages" in a role-playing game. 4th in a series; the others are good too.
roleplaying  gamedesign 
february 2010 by mcherm
ai_systems_of_l4d_mike_booth.pdf (application/pdf Object)
A powerpoint about the design of the AI systems in the game "Left 4 Dead". Talks about how they made the AI's route-planning look natural, and also talked about how they used procedural (not scripted) methods for placing baddies yet also kept dramatic pacing... basically, the pace of the baddies is determined by how the good guys are doing.
gamedesign  programming  ai  gamedev  via:LarryOBrien 
december 2009 by mcherm
Gamasutra - Features - Rethinking the Trinity of MMO Design
MMRPGs have "tank", "dps", and "healer". But you *could* use a different approach.
via:slashdot  gamasutra  gamedesign  personal_net 
december 2009 by mcherm
Free RPG Games
Roleplaying games, including a write-a-game-in-24-hours contest and a large backlog of freely published games. Really cool!
rpg  gaming  roleplaying  gamedesign  games  D&D 
october 2009 by mcherm
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