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Dana Massey Asks Why Not? - Throw Out The Rulebook -
Observation: World of Warcraft is pretty much the pinnacle of it's particular genre. The big game that displaces it will throw out all the rules.
via:slashdot  gamedesign  worldofwarcraft 
may 2009 by mcherm
gaming in the world of 2030: Charlie's Diary: LOGIN 2009 keynote
Charles Stross makes predictions about the state of computers and computer gaming several decades from now.
via:boingboing  CharlesStross  future  gamedesign 
may 2009 by mcherm
Designing a 'Single Server' MMORPG: GameSetWatch - Opinion
Some thoughts about how to design a single large MMORPG world where players help construct some of the content (like towns).
mmorpg  gamedesign  via:slashdot 
may 2009 by mcherm
User Generated Quests and the Ruby Slippers » Elder Game: MMO game development
A game such as a MMORPG with user-generated content will always fail, because the users will *always* choose minimaxing over good content. I'm not sure I'm willing to believe it, but then that's exactly what the article predicts I would say.
via:boingboing  mmorpg  games  gamedesign  gameprogramming  mypostings 
may 2009 by mcherm
Cory Doctorow: Game developers find ways to make industry recession-proof | Technology |
How to build games so employed adults (cash rich) will pay others (time rich) real cash for database entries (in-game items) and allow the game manufacturer to have a cut. Quote: "Don't sue the kids who download your music or movies, rather, see them as the marketing that sells the same media to cash-rich adults".
socialcomputing  CoryDoctorow  via:boingboing  economics  games  gamedesign  videogames  insightful 
april 2009 by mcherm
Game-design lessons from Disneyland -- UPDATED - Boing Boing
Notes from a talk on inspiration that game designers can take from the design of Disney theme parks. Surprisingly, there are lots of useful lessons.
via:boingboing  boingboing  gamedesign  disney 
april 2009 by mcherm
Gamasutra - Features - Intelligent Mistakes: How to Incorporate Stupidity Into Your AI Code
To make an easier computer opponent you can't just modify the perfect shot by a random factor or just minimize computation time... people find that too odd: sometimes they even think it's cheating. Instead, you may need to calculate the perfect move then do EXTRA calculation to determine how to (intentionally) make stupid (but realistic) mistakes.
gamedev  games  gamedesign 
march 2009 by mcherm
Slashdot | Review: Wrath of the Lich King
A review of the 3rd release of World of Warcraft. The description they gave of the ways in which the expansion changed the game sounds VERY intriguing -- someone apparently has good ideas of how to design a game.
socialcomputing  gaming  worldofwarcraft  gamedesign 
december 2008 by mcherm
Lost Garden: The Princess Rescuing Application: Slides
A wonderful presentation (PowerPoint) that describes how to use lessons from the world of computer games to help in designing computer applications.
programming  design  gamedesign  gameprogramming  games  softwaredevelopment  webdesign  webdevelopment  via:NedBatchelder 
november 2008 by mcherm
Amagi Games
A site with helpful essays on roleplaying, and probably some other resources as well.
gamedesign  gaming  roleplaying  rpg 
july 2008 by mcherm | Spore: Hands-on Preview - Pollinated Content
Massively SINGLE-player online game. What's that mean? Read the article. It's about Spore.
gaming  gamedesign  gameprogramming  spore 
february 2008 by mcherm

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