Lewis Pulsipher's Expert Blogs
Follow-up to the original 10. This was created for the benefit of relatively inexperienced game designers, as "pros" know it already. But summaries are often useful. The video (screencast) is more than 12 minutes long.
The East Coast Game Conference (“The largest gathering of video game professionals on the East Coast”) occurs annually in April in Raleigh NC. This is a description of this year's conference.
This was created for the benefit of relatively inexperienced game designers, as "pros" know it already. But summaries are often useful. The video (screencast) is more than 14 minutes long.
Aspiring designers often think they're going to get rich. Actually game design is a hobby for most, not a living. But there are many reasons other than money to design games. My favorite game is the game of designing games, though I do make some money.
Video (screencast): D&D has been a massive influence on video and tabletop games.
With thanks to . . . Robert Fulghum’s little poem “All I really needed to know I learned in kindergarten.” It has inspired people since the late ‘80s.
Video: Emergent behavior, behavior unplanned and unanticipated by the designer, is a large part of what you're looking for in playtesting. But depending on who you are, game designer, puzzle designer, game writer, you treat emergence in different ways.
The 140 character maximum of tweets makes Twitter look like a haven for the ADHD and "sound byte"-mesmerized among us. Despite that limitation, it can be useful for certain purposes to a game designer.
Video: Especially in video games, many "designers" conceive of themselves as fiction writers rather than game designers. From the player’s viewpoint: experience a story written by the game developers, or “write your own” story.
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.
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.
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