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http://problemmachine.wordpress.com
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Member Blogs
Solipsism  |
| Posted by Ben Taber on Mon, 11 Mar 2013 01:39:00 EDT in
Design
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| What do characters actually mean in a game world? |
| Read More... | 8 Comments |
The Contract  |
| Posted by Ben Taber on Mon, 25 Feb 2013 11:44:00 EST in
Design
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| How much are you telling your players about the principles of your design? How much of what you're telling them is misleading? |
| Read More... | 5 Comments |
Balance and Expression  |
| Posted by Ben Taber on Mon, 18 Feb 2013 09:56:00 EST in
Design
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| What is the role of game balance in enabling a player expression? |
| Read More... | 0 Comments |
Accomplices  |
| Posted by Ben Taber on Mon, 21 Jan 2013 01:35:00 EST in
Design
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| How special input requirements can make us complicit in the stories designers want to tell |
| Read More... | 0 Comments |
Capability, Exclusion, and Diversity  |
| Posted by Ben Taber on Sun, 13 Jan 2013 09:36:00 EST in
Design
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| Our capabilities and our disabilities color our view of the world in ways we seldom realize. |
| Read More... | 2 Comments |
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Problem Machine: Resume From Last Checkpoint |
| Posted by Ben Taber on Fri, 28 Dec 2012 05:40:00 EST in
Design
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| In games and in life we get unstuck in time. Poo-tee-weet. |
| Read More... | 0 Comments |
[More Ben Taber Blogs]
Ben Taber's Comments
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Comment In: Solipsism [Blog - 03/11/2013 - 01:39]
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Most of those seem to ... Most of those seem to be examples of help character x so that you can y type stories. They may be more positive in tone, but the message still seems to be that other people are the means to your end and that it is up to you to manipulate ... |
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Comment In: The Contract [Blog - 02/25/2013 - 11:44]
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Well, exactly, haha. I guess ... Well, exactly, haha. I guess I just wonder if it 's possible to use a similar methodology, to challenge people in the same way, WITHOUT the end result being pissing them off. Or to wrap pissing people off in that way into the design of the game in a way ... |
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Comment In: Capability, Exclusion, and Diversity [Blog - 01/13/2013 - 09:36]
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Yeah this is more of ... Yeah this is more of an open dialogue than a declaration: My intent is not to call out games or game developers, just to make people more thoughtful about possible assumptions that may influence what we create. r n r nHowever, I 'm not talking about accessibility so much as ... |
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Comment In: The Walking Dead has zombies, but it's not a 'zombie game' [News - 01/03/2013 - 04:08]
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I can see why you ... I can see why you 'd say 'breakthrough ' is overstating the case, but I do think it made a very good example of how gameplay mechanics and components which were viewed as either archaic or clumsy can, when implemented judiciously and with a strong directorial vision, actually be used ... |
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Comment In: Why Hotline Miami is an important game [Blog - 10/29/2012 - 04:06]
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Nice article. I agree with ... Nice article. I agree with you that Hotline Miami is an important game, but to be honest I think you only scrape the surface of why here. I tried to get into more of the reasons why I think this is going to be something of a landmark on my ... |
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Comment In: Chris Crawford reflects on a Kickstarter gone wrong [News - 08/24/2012 - 03:52]
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Caring about people and respecting ... Caring about people and respecting them are not the same thing. We care about the welfare of children, but we rarely respect their opinions or abilities. As a result, we 've created didactic and barely-functioning school systems that proceed to 'teach ' material in a manner almost completely divorced from ... |
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