Dylan Woodbury's Member Blogs
Is backtracking an acceptable way for the player to experience more of the world, or is it just a restraining system to make the game longer? What are the pros of having more content than the player can ever experience, and is it worth the price?
When are alternate endings a necessity, and when do they become a gimmick? A look into the importance of alternate endings and nonlinear gameplay/story in games, as well as analysis of the endings of games like Half Life and Infamous.
The heated debate as to whether or not games can be art. I examine takes from both sides, and give an educated, unbiased answer to the far-reaching question, and explain what we do from here.
The importance of allowing the player to role-play in games, the imaginative phenomena that occurs inside the player's mind, and how it can be used to explain the shift in the industry from adventure to action. The importance of focusing on game dynamics.
A look into the design of team fortress 2 - the teamwork that is implied into the design makes the game fun and addicting, and many other designers could learn from Valve's masterpiece.
How to design games for as many as possible without making it too easy or too hard. The confusion between "casual" and "hardcore" is too seperate, and game designers are beginning to cheat to please them both.
How to identify good and broken challenges in a video game. Video game challenges must follow certain rules, or they hurt the experience, and may even lead to the player finally walking away from the game.
Rethinking the FPS war game, like Call of Duty, Battlefield, and countless others. Can we make an FPS that makes the player think, question his morals, and learn more of what it's like to be on the battlefront?
How we use learning to create fun in games, what learning is, and how we can completely change education and the future job market with our video games.
How game designers can use the communal discovery game dynamic to create a great social networking game that thrives on teamwork, competition, and mechanics that leave players thinking long after the computer is shut down.
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