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Lewis Pulsipher's Expert Blogs

Posted by Lewis Pulsipher on Mon, 28 Apr 2014 08:20:00 EDT in Design, Production, Console/PC
Big ("AAA") video games continue to become more expensive yet shorter, because 3D/complex "content" costs so much. This is a video/screencast discussion of existing, successful alternative ways to inexpensively provide content.


Posted by Lewis Pulsipher on Mon, 17 Mar 2014 08:30:00 EDT in Design
Is there some kind of "sweet spot" or "magical number" in the number of pieces, and board size, in a game that involves maneuver/placement and geospatial location? Are there similar "magical numbers" in card games? Discussion here, not a pat answer.


Posted by Lewis Pulsipher on Mon, 10 Feb 2014 08:07:00 EST in Design
Categorizing aspects of game design in groups of two or three frequently promotes critical thinking. Here's one attempt (via a short video) to categorize game players by the nature of the games they prefer.


Posted by Lewis Pulsipher on Mon, 03 Feb 2014 08:01:00 EST in Design
Categorizing aspects of game design in groups of two or three frequently promotes critical thinking. Here's one attempt (via a short video) to categorize game designers.


Posted by Lewis Pulsipher on Mon, 06 Jan 2014 09:02:00 EST in Design
As Voltaire said, "A witty saying proves nothing." But some sayings can help people think about something in a new way. So I included in my online audiovisual class Learning Game Design a list of quotations, as a way to break up a long series of videos.


Posted by Lewis Pulsipher on Mon, 23 Dec 2013 08:57:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Traditionally, a game designer wanted to put the players of a game “on the horns of a dilemma”, trying to decide between two or more things the player wants to do when he can only do one. Now, that's rarely the goal.


Posted by Lewis Pulsipher on Mon, 16 Dec 2013 08:09:00 EST in Design, Console/PC, Indie
I sometimes see or hear game designers advise novice designers to "play as many games as you can". I disagree. Game designers need to spend their time efficiently, just like anyone else. Playing games (other than their own for testing) is not efficient.


Posted by Lewis Pulsipher on Mon, 01 Apr 2013 09:45:00 EDT in Design
This time the challenge is this: say six words about the role of inspiration in game design.


Posted by Lewis Pulsipher on Mon, 07 Jan 2013 09:40:00 EST in Design
This is a short (10 questions, five minutes or less) survey for people who call themselves game designers, video or tabletop (which is as good a way to define who game designers are as any other). http://www.surveymonkey.com/s/JNQXBBS


Posted by Lewis Pulsipher on Wed, 19 Dec 2012 06:50:00 EST in Design
This time the challenge is to say something in six words about: "If I could give any present to the game industry this Christmas". (And also a game designer survey.)


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