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Michael Parker's Blog


I'm a designer/programmer with industry experience since 2007. I'm most interested in designing and creating multiplayer games, bringing people together and increasing participation (bringing casual and hardcore players together) whilst maintaining depth and accessibility. I strongly believe that games can be designed such that losing is fun and all players can enjoy games, whilst still having a competitive edge. Particular areas that currently interest me:


- Depth, player choice

- Intuitive gameplay

- Emergent gameplay

- Feedback loops, promoting learning

- Making failure or losing fun

- Balancing (including self-balancing mechanics)

- Teamwork / Co-op mechanics design

- Prediction, bluffing and meta-game (enabling games psychology)

- Mechanics design that is non-reliant on level design



Member Blogs

Posted by Michael Parker on Fri, 21 Sep 2012 10:05:00 EDT in Design, Console/PC
Why reliance on teammates can cause frustration if your game systems are badly designed, and some patterns to prevent this

Posted by Michael Parker on Thu, 01 Sep 2011 12:38:00 EDT in Design
Predicting your opponent and bluffing. Adding these types of psychology to multiplayer games is a great way to increase depth, longevity, social interaction, and accessibility. Should we see more of it?

Michael Parker's Comments

Comment In: [Blog - 09/25/2015 - 12:31]

Maybe there is a lack ...

Maybe there is a lack of a decent collaboration workspace / environment / set of tools to allow devs to form natural groups and utilise shared experience to build something larger and better, and experiment between teams to find new work buddies. It does seem stupid how much duplicated effort, ...

Comment In: [Blog - 06/18/2015 - 07:43]

Standing on the shoulders of ...

Standing on the shoulders of giants is what our industry is built on. You saw something that didn 't work and you fixed it. If the games are completely different I think thats fine. There are plenty of copycat games makers in the world see flappy bird clones... but doing ...

Comment In: [Blog - 05/05/2015 - 01:22]

The classic answer is to ...

The classic answer is to make ownership of land or parts of the game board / area valuable / return resources. Defending a larger area typically requires larger resources, so you need to give a return on investment of conquering those areas. r n r nThat 's why countries don ...

Comment In: [Blog - 04/23/2015 - 06:17]

I 'd offer a different ...

I 'd offer a different perspective, and actually I think its the game mechanics that are solely to blame - I wrote about this here: r n r n Multiplayer Teambased Mechanics without adding Frustration.php r n r nThe mechanics in League of Legends are extremely frustrating when you have ...

Comment In: [Blog - 04/17/2015 - 02:06]

Fascinating article I wonder how ...

Fascinating article I wonder how long it would have been until someone would have worked out that it was based off skills anyway though Surely it 's only a matter of time before players work it out, and then the exact same thing would have happened - the secret is ...

Comment In: [Blog - 08/14/2014 - 04:37]

From my own experience, I ...

From my own experience, I would say it 's potentially to do with training the subconscious to play the game for you. r n r nWhen I played an extreme amount of guitar hero on the highest difficulty, I noticed a particular snap in my brain, followed by an immediate ...