Shelly Warmuth's Blog
Shelly is a freelance video game writer constantly studying and improving her skills through research, classes and by writing all the time. She has written 2 design documents for Humana Games 4 Health's InsertCoin based on Microsoft's Kinect and is currently working on a game using biofeedback as a game mechanic.
The only way to make your mark as a developer, or for your games to make their mark in the world is to explore the abilities of your tools and employ them in new and ingenious ways.
Do we have any ethical responsibilities as designers? Where do we draw the line regarding what we force players to experience versus what we allow them to live through should they choose it?
Is a fantastic story and outstanding graphics all you need to be the Game of the Year? What does this say to indie studios that spend their time crafting outstanding gameplay? Why do we limit ourselves to either great aesthetics or strong gameplay?
Escort missions are almost universally hated, but we keep using them. Insight into how we can fix them and make them a purposeful addition to gameplay.
Most games strive to empower the player; make them feel strong and able in a way that real life can't provide. So, how did three recent games deliver outstanding player experience by giving choices that don't matter? Spoiler Alert! Spec Ops: The Line
Why is it that games can take the brunt of the blame for people who become violent, but we can't make games that explore the real world problems that are considered unspeakable? It's time to use the influence of our media to create change.
Shelly Warmuth's Comments
[Blog - 11/18/2013 - 11:29]
While I 'd agree wholeheartedly ...
While I 'd agree wholeheartedly that many popular things are driven by a sort of mass hysteria, I think that misses the point of the article. The point is that when you try something that is popular, keeping an open mind, you might take away something of value from it, ...
[Blog - 06/09/2013 - 01:57]
Very interesting. You make good ...
Very interesting. You make good points, especially about player reward, which I overlooked. I 'm especially interested in your take on actually adding mission flexibility and player strategy into the escort missions. That 's a brilliant thought
[Blog - 07/28/2011 - 07:05]
Michael, You make an interesting ...
Michael, You make an interesting point I haven't given a lot of thought to. I'm going to have to look into that more. Personally, I think it's a bit of a moot point. The industry, and our world, have grown and our innocence has probably gone with that. But, just ...
[News - 07/25/2011 - 04:34]
I would never come down ...
I would never come down on the side of crunch and I've seen a little of how bad it can really be. Crunch affects productivity and, as we've seen with the EA Spouse letter, affects families. Burnout and divorce rates in the game industry are sky high by some reports, ...
[Blog - 01/31/2011 - 02:13]
Nice article. At first, I ...
Nice article. At first, I didn't fully understand what you meant by message. I think there's a difference between a message a game is trying to express and the take-away that a player gets by playing it. There are games which seem to be clear messages by the developer. Shadow ...
[Blog - 01/19/2011 - 11:43]
Yeah, but, don't you think ...
Yeah, but, don't you think that, while we must stick to the expected rules of the genre, we can have both Can't we have both simplicity which allows the player to make the story leap while also having a rule set that we must obey