Daniel Cook's Blog
Daniel Cook is a veteran game designer who runs the popular game design website Lostgarden.com. He writes extensively on the techniques, theory and business of game design. He is the Chief Creative Officer at Spry Fox, was a professional illustrator in his youth and managed to collect both a degree in physics and an MBA. Some of his games include Triple Town, Steambirds, Tyrian and Leap Day.
How to manage risk as a sustainable indie game company.
What design topics can we leave in the trash heap of history? What modern questions are more interesting to discuss going forward?
A look at the best practices for loot drop systems.
Why are short form, content focused games like Monument Valley or Gone Home thriving at this moment in time? A look at how the current socioeconomic environment impacts the form of games that succeed.
How do we get players to play together in a manner that fits their schedules? Veteran designer Daniel Cook (Triple Town, Realm of the Mad God) goes in depth on the logistical challenges a designer faces when building multiplayer games.
Do you finish one game and then move onto the next? This is the dominant pattern of play for gamers. What happens when players stop consuming and starts investing in a single evergreen computer game for years on end?
Daniel Cook's Comments
[Blog - 09/10/2015 - 02:20]
For whatever it is matters, ...
For whatever it is matters, Jeff 's articles are some of the only ones worth reading on this topic. r n r n- It is completely reasonable to observe that the market is growing slowly and yet more indies are failing than ever before. This is just simple supply and ...
[Blog - 09/08/2015 - 01:36]
I wonder if we 'll ...
I wonder if we 'll get a cult of True Indie Believers that keep the faith as the market shifts around them. r n r nThere 's a classic study on this type of cognitive dissonance. Ironically, it is anti-cataclysmic, but the same psychology prevails. r nhttps://en.wikipedia.org/wiki/When Prophecy Fails
[News - 09/02/2015 - 02:11]
Something to look at for ...
Something to look at for the single player games is how they operate. Usually they are free-to-play, updated regularly with content, contain some sort of daily play systems. If you look at the play patterns, I suspect that the majority of players play these games to the exclusion of most ...
[News - 08/06/2015 - 04:11]
[News - 07/23/2015 - 01:22]
The Amiga was my first ...
The Amiga was my first computer. r n r nIt had games, it let me make art. Unlike other computers of the era, it had wild innovations like competent 'color ', 'animation ' and 'sound '. r n r nI would spend thousands of hours drawing pixel art in Deluxe ...
[Blog - 06/22/2015 - 06:35]
Wonderful r n r nAs ...
Wonderful r n r nAs a small clarification on the skill atoms concept: What you describe as strategies are indeed skill atoms. The same action, rules, feedback, modeling occurs. Skill atoms by their nature reference or in Raph 's version of them, 'contain ' other lower level skills. So strategies ...