Gamasutra - Blogs /blogs/ Lewis Pulsipher's Blogs Thu, 27 Aug 2015 10:13:31 EDT en-us (Simon Carless) Video (screencast): Good once, good three times, or always good – what game do you want to make? - by Lewis Pulsipher Design Author Robert Heinlein says this about the nature of jokes: "Funny once, funny twice, or always funny." Games follow this pattern. E.g. I know people who have played my Britannia 500+ times. Which kind of game do you want to make? Mon, 17 Aug 2015 01:53:00 EDT Video (screencast): The Many Meanings of “Theme” - by Lewis Pulsipher Design I don’t use the word “theme” any more, because there are so many different meanings. These meanings are not even close to the same things. If you cannot know how your reader/listener understands a word, you can’t use it (if you want to be clear). Mon, 29 Jun 2015 01:49:00 EDT Video (screencast): The Futility of Striving for a "Great Idea" or "Great Innovation" - by Lewis Pulsipher Design Look at the history of games (both video and tabletop) and you'll realize that "great innovations" games are very rare. Moreover, it's unlikely that the designers were deliberately looking for "great innovation," it just happened. Just make good games. Mon, 04 May 2015 01:51:00 EDT Video (screencast): Games, Puzzles, "Contests" - by Lewis Pulsipher Design The big difference in game design is between games with human opposition, and games without – two or more players versus one player. I briefly discuss the difference between games, puzzles, and "contests". Mon, 20 Apr 2015 01:22:00 EDT Gameplay Depth versus Variety - by Lewis Pulsipher Design,Console/PC,Indie,Social/Online,Smartphone/Tablet Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games). Mon, 30 Mar 2015 01:30:00 EDT Video (screencast) 10 “Need to Knows” that Make a (Hobbiest) Game Good - by Lewis Pulsipher Design What makes for a good game? In this two-part screencast I discuss elements that help make any game for hobbiests ( as opposed to a party or family game) a good game. It's a summary, not grondbreaking, of course. Mon, 09 Mar 2015 06:48:00 EDT