tony oakden's Blog
The first in what will probably be a very short series of articles debunking some of the popular gaming myths,
#1 Why the popular idea that giving games away for free and making money out of "added value" content is not the future for game monetization
The Rock Paper Scissors game design analogy and why most game designers are missing the point
A novel theory for why people enjoy playing games based on players need to take risks without the real world associated cost.
I've been thinking about the different phases in the design process I follow when designing games. I've got a novel handle on it. I think it's possible to think of each phase in the process as a person with a different personality.
tony oakden's Comments
[News - 08/28/2014 - 09:34]
MS saved 100 by removing ...
MS saved 100 by removing the Kinect2 from the XBox bundle, but to buy it separately is 150. To buy what is presumably pretty much exactly the same thing but with slight tweaks for the PC is 200. I can see why it would be slightly more expensive to buy ...
[News - 08/28/2014 - 07:30]
[Blog - 08/24/2014 - 05:25]
It 's funny how when ...
It 's funny how when you 're a child, the random number generator stuff isn 't as annoying as when you are an adult. Actually I think that 's quite a profound point and worth investigating further. Also I suspect children are more used to dealing with black box systems ...
[Blog - 08/11/2014 - 02:51]
I 'd love to know ...
I 'd love to know more about this, I have my own webside but have no idea how to start using this. Any chance of a tutorial or at least links to tried and tested tutorials which I can trust
[News - 07/24/2014 - 05:50]
spot on The trouble is ...
spot on The trouble is of course that curating a store costs a lot of money and creates it 's own problems. But if Apple want to see better products on their store, and get more revenue from them which is obviously what this is about , then they need ...
[Blog - 06/04/2014 - 10:02]
How I wish I 'd ...
How I wish I 'd made 20,000 from my mobile games. Or even a 1,000 : Most developers don 't come even close to this sort of figure. Well done :