Difficulty Setting in Multiplayer Games: Can it be done?  |
| Posted by Enrique Dryere on Fri, 01 Jan 2010 06:11:00 EST in
Design
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| In this post I propose a system by which difficulty settings may be introduced to competitive multiplayer games. It's impossible to completely remove unpredictability while the human element exists, but we shouldn't resign ourselves to it entirely. |
| Read More... | 5 Comments |
Demarcation - An Objective Metric for Skills in Games  |
| Posted by Enrique Dryere on Wed, 16 Dec 2009 07:11:00 EST in
Design
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| I got the idea for this post while working on a previous article that related gameplay to a form of communication. I'm trying to develop an objective metric by which designers can judge the skills they create. Clarity is at the heart of demarcation. |
| Read More... | 9 Comments |
Arcade Mode: A Suggestion for Modern Warfare 2  |
| Posted by Enrique Dryere on Sat, 21 Nov 2009 06:41:00 EST in
Design
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| The "Arcade Mode" I propose would stress a certain skill set that is currently played down by the Call of Duty franchise. A few simple changes here and there could provide players with a radically new experience. It could also be called Run and Gun Mode. |
| Read More... | 7 Comments |
The New Monuments of Man  |
| Posted by Enrique Dryere on Sat, 31 Oct 2009 01:29:00 EDT in
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| How long until we see a billion dollar game? Will we ever see one? In this post I briefly discuss the possible emergence of a new category of mega-game. I then compare them to existing monuments and speculate what their impact would be on the industry. |
| Read More... | 7 Comments |
Learning the Language of Gameplay  |
| Posted by Enrique Dryere on Fri, 23 Oct 2009 02:02:00 EDT in
Design
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| This post explores the similarities between gameplay and language, particularly in the way that they are learned. I'd been sitting on this article for a while, but was motivated to post it after reading Acero's recent entry, which broached the subject. |
| Read More... | 1 Comments |
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The Three Heads of Videogame Addiction |
| Posted by Enrique Dryere on Sun, 11 Oct 2009 02:44:00 EDT in
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| This article is a brief overview of three possible mechanisms of the much disputed game addiction, and particularly how they apply to MMORPGs. Through my experiences, I've come to believe that these are the three main causes of addiction in games. |
| Read More... | 2 Comments |
Just Say No to Bad Hooks  |
| Posted by Enrique Dryere on Wed, 07 Oct 2009 02:46:00 EDT in
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| What makes a bad gimmick? This article was inspired by Craig Stern's previous entry, noting the over-importance placed on a screen-shot and aesthetics throughout the indie game scene. Is it avoidable? Is it really a bad thing? What are the alternatives? |
| Read More... | 3 Comments |
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Moving at the Speed of Loot |
| Posted by Enrique Dryere on Sat, 26 Sep 2009 05:13:00 EDT in
Design
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| A brief look into the reward structures of MMORPGs and how the speed at which they are administered influences their effectiveness. |
| Read More... | 0 Comments |
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Has World of Warcraft become the McDonald's of MMOs? |
| Posted by Enrique Dryere on Mon, 21 Sep 2009 07:27:00 EDT in
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| A lighthearted look at the similarities between WoW and McDonalds, why certain consumers seem to avoid them, and a lesson the MMO industry can learn from fast food franchise fiascoes. |
| Read More... | 0 Comments |
Gambling - Gamer Style  |
| Posted by Enrique Dryere on Sat, 19 Sep 2009 05:04:00 EDT in
Design
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| A brief discussion based on a larger study I've made on the elements of gambling as they relate to a game's economy and loot structure -- particularly in MMORPGs. |
| Read More... | 2 Comments |