<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-3186106855579008521</id><updated>2012-02-16T05:09:36.370-08:00</updated><title type='text'>Gamer With A Blog</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>23</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-5464426079338066825</id><published>2010-06-08T15:27:00.000-07:00</published><updated>2010-06-08T16:19:15.897-07:00</updated><title type='text'>Crafty Blocks</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_l5-NjDWMz4c/TA7P6DMxzPI/AAAAAAAAAFA/g7_P2hOnpbQ/s1600/dammitbob.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 200px;" src="http://2.bp.blogspot.com/_l5-NjDWMz4c/TA7P6DMxzPI/AAAAAAAAAFA/g7_P2hOnpbQ/s400/dammitbob.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5480546392754736370" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Credit to &lt;a href="http://www.penny-arcade.com/"&gt;Penny Arcade&lt;/a&gt;. Had me laughing my ass off.&lt;br /&gt;&lt;br /&gt;I've found a game that's reconnected me with my childhood obsession of Lego and building things. It's an indie title called &lt;a href="http://www.minecraft.net/"&gt;Minecraft&lt;/a&gt;, created by Markus Persson, recommended to me by a fellow developer. The most popular game mode is a single player sandbox mode. When I say sandbox, I mean quasi-literally a giant box of an open world where you build things and play. In a nutshell, your avatar is alone in a large world completely formed by a 3D grid of blocks. The only interaction (in this mode anyway) is destroying and placing these blocks. There are about 40 to choose from ranging from natural materials like wood and stone to more elaborate things like obsidian, glass and even bookshelves, as well as small decorations like torches and flowers.&lt;br /&gt;&lt;br /&gt;The clean, polished, retro art style does a lot to complement the simple, move, jump and build mechanics. That being said, the real charm of play comes from the emergent gameplay experiences one can have while creating all sorts of cool structures. When the world is so aesthetically simple and limited to large details, you're allowed to follow suit and create blocky objects and structures. You feel like a kid with an unlimited supply of building blocks! However, in my opinion, the one critical mechanic is that you have to be fairly close to a surface to build on it.&lt;br /&gt;&lt;br /&gt;For instance, if you want to build a tower, you need to create scaffolding so you can reach the higher parts of your structure as you go. If you want to build roofs quickly, you have to build rafters so you can more easily reach the various surfaces. In addition to this, the underground world is massive, allowing a player to build large networks of caves and tunnels. As well, water and lava conform to rudimentary physics. If you're not careful, you can flood your entire network of carefully built caves, or, if you are careful, irrigate your virtual farmlands.&lt;br /&gt;&lt;br /&gt;While it is free to play, the sneaky catch is that to save your game, you have to pay for a premium account (a very modest 10 Euros). Rest assured I had my credit card out and building by childhood dream castle block by block the same day I discovered it. A game like this may not sound like much and you may think me crazy for dropping the money, but consider the following facts:&lt;br /&gt;&lt;br /&gt;-This game has been in development for only a little over a year&lt;br /&gt;-It was developed by a single person (plus audio guy Daniel Rosenfeld)&lt;br /&gt;-It has over 220,000 users with an 8.37% conversion rate averaging over 60 sales a day&lt;br /&gt;-I really doubt Markus had the marketing budget to push the game through any high-traffic web channels&lt;br /&gt;&lt;br /&gt;Those are rare stats for an indie developer, he must be doing something right!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-5464426079338066825?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/5464426079338066825/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=5464426079338066825' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/5464426079338066825'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/5464426079338066825'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2010/06/crafty-blocks.html' title='Crafty Blocks'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_l5-NjDWMz4c/TA7P6DMxzPI/AAAAAAAAAFA/g7_P2hOnpbQ/s72-c/dammitbob.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-3739578609124457051</id><published>2009-11-18T09:09:00.000-08:00</published><updated>2009-11-18T09:29:35.909-08:00</updated><title type='text'>On a Legend that was Brutal</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_l5-NjDWMz4c/SwQqZ_zGMlI/AAAAAAAAAEc/k5-oK_86Fwc/s1600/682322769_QBTLJ-L.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 200px;" src="http://4.bp.blogspot.com/_l5-NjDWMz4c/SwQqZ_zGMlI/AAAAAAAAAEc/k5-oK_86Fwc/s400/682322769_QBTLJ-L.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5405492078862283346" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.penny-arcade.com/comic/2009/10/16/"&gt;Penny Arcade&lt;/a&gt; of course.&lt;br /&gt;&lt;br /&gt;Ahh, Brutal Legend. I was pretty excited for this title, mostly because I've been waiting for something "original and unique" for a long time and I got swept up in the "Schafer Hype". I'm also a huge fan of heavy metal, and a hater of impure metal.&lt;br /&gt;&lt;br /&gt;I'll admit the writing was clever and funny. . .for a video game, the more unique gameplay elements were fun and interesting. . .for a little while, and the art &amp; sound direction was phenomenal. . .it really was. But, in the end the same thing happened with just about every other Xbox title I've been told to play and enjoy. I dropped $80 CDN, and got about 15 hours of enjoyment out of it. If I wasn't trying so hard to enjoy it, that number would be closer 5-10 hours.&lt;br /&gt;&lt;br /&gt;With regards to the "RTS" sections (by which I mean, the elephant in the room), I learned to enjoy it once I got into the swing of how the game was "supposed to be played". You have to admit, there is something off about a great game designer's opus needing to issue a press release to tell people how to play the game. Now, whether this is a matter of the game being poorly developed/rushed (not enough playtest cycles IMHO), or people walking into the game expecting Starcraft and being disappointed when their mental models of RTS gaming don't match up with the actual game they're playing, is a matter of debate. &lt;br /&gt;&lt;br /&gt;I think the fault lies on both sides of the coin. Gamers, like those who enjoy certain genres of film, music and literature, have to learn to walk into their entertainment with an open mind. Walking into a movie or seeing a new band with skepticism or rose-coloured glasses is going to have a huge impact on what you get out of the experience. Games are no different, yet public opinion seems to think otherwise.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-3739578609124457051?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/3739578609124457051/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=3739578609124457051' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/3739578609124457051'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/3739578609124457051'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/11/on-legend-that-was-brutal.html' title='On a Legend that was Brutal'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_l5-NjDWMz4c/SwQqZ_zGMlI/AAAAAAAAAEc/k5-oK_86Fwc/s72-c/682322769_QBTLJ-L.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-6853245878497970533</id><published>2009-08-31T11:49:00.000-07:00</published><updated>2009-11-18T09:31:50.999-08:00</updated><title type='text'>The Originality Curve</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_l5-NjDWMz4c/Spwdq2fyU2I/AAAAAAAAAD8/0RUKTEve8Jg/s1600-h/flash_games+(1).png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 224px;" src="http://4.bp.blogspot.com/_l5-NjDWMz4c/Spwdq2fyU2I/AAAAAAAAAD8/0RUKTEve8Jg/s400/flash_games+(1).png" border="0" alt=""id="BLOGGER_PHOTO_ID_5376204677194077026" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://xkcd.com/484/"&gt;XKCD&lt;/a&gt; again (there will be more)&lt;br /&gt;&lt;br /&gt;I've fallen in love with &lt;a href="http://en.wikipedia.org/wiki/Prototype_(video_game)"&gt;Prototype&lt;/a&gt; for the 360. Like most Game Designers out there, I am bitter towards the triple AAA market and the ratio of originality vs. resources. Although I really think that modern game development conforms to this curve:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_l5-NjDWMz4c/SpwrKs5nKXI/AAAAAAAAAEU/QwsiHk6Oh78/s1600-h/Game+Dev+2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 260px;" src="http://4.bp.blogspot.com/_l5-NjDWMz4c/SpwrKs5nKXI/AAAAAAAAAEU/QwsiHk6Oh78/s400/Game+Dev+2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5376219518025017714" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now, while Prototype is not terribly original, it is a &lt;span style="font-weight:bold;"&gt;good game&lt;/span&gt;. Why? Because it doesn't try to do anything cute, fancy or ambitiously original. It's just an action-packed, in your face game that we all wanted to play when we were little tinkering with the Doom level editor. In the words of &lt;a href="http://www.penny-arcade.com"&gt;Penny Arcade&lt;/a&gt; "You can karate kick a helicopter, WHAT MORE DO YOU WANT?". The amount of crazily cool stuff that you can do is beautifully executed, polished to a shine, and, barring some very annoying timed mission mechanics, a blast to play.&lt;br /&gt;&lt;br /&gt;This is exactly what AAA should strive to do, every time. Leave originality to the indies who can afford to screw around with new ideas and produce their diamonds in the rough. Let the AAA find the golden ideas, and make them awesome and actually worth 80 dollars.&lt;br /&gt;&lt;br /&gt;Originality does not equal fun, and what's fun and entertaining does not necessarily have to be original.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-6853245878497970533?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/6853245878497970533/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=6853245878497970533' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/6853245878497970533'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/6853245878497970533'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/08/originality-curve.html' title='The Originality Curve'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_l5-NjDWMz4c/Spwdq2fyU2I/AAAAAAAAAD8/0RUKTEve8Jg/s72-c/flash_games+(1).png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-5988604754721548040</id><published>2009-07-29T07:52:00.000-07:00</published><updated>2009-11-18T09:35:01.834-08:00</updated><title type='text'>On Lateness and Game Design</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_l5-NjDWMz4c/SnBic38cyXI/AAAAAAAAAD0/OctM9BO37LA/s1600-h/ultimate_game.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 102px;" src="http://2.bp.blogspot.com/_l5-NjDWMz4c/SnBic38cyXI/AAAAAAAAAD0/OctM9BO37LA/s400/ultimate_game.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5363895404391614834" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I just recently discovered &lt;a href="http://xkcd.com/"&gt;xkcd&lt;/a&gt;, shame on me.&lt;br /&gt;&lt;br /&gt;Okay, seriously, this whole mechanic of "complete objective X in Y time" needs to stop and die for good if designers cant learn to implement it right. I am getting so sick of playing games where the ending feedback is "well, you survived and completed the objective, but you were .783 seconds too late so you fail. . .try again?". Come on, I was right fucking there. How often does this ever happen in most Movies? Tabletop RPGs? etc. Sure it's realistic, but the ultimate goal of good game design has never been "make it realistic". It's a means to an end.&lt;br /&gt;&lt;br /&gt;When I have no feedback on how I could have improved my time beyond "do it faster" and the core mechanic doesnt encourage/reward completing your objectives as fast as possible, AND there are factors that randomly impact your ability to reach your objective, then why would evaluating the player's performance based on time make any sense? It's just frustrating noise in the patterns of play.&lt;br /&gt;&lt;br /&gt;Racing games, it works. Why? Because the whole game is built around doing an objective (racing around a circle) as fast as possible, and that's generally how the racing genre works. There are a ton of factors that go into calculating that time, all of which are available to the player at least for observation.&lt;br /&gt;&lt;br /&gt;Strategy Games, it doesn't work most of the time. Why? Because even though a lot of war is very time-dependant (and I can respect that), players generally play strategy games to engage in territory aquisition and discover how complex systems of unit strengths, territory and resources work together as a model for warfare, not to see how fast they can do it. There is a place for those kind of timed goals, and they work if the player wishes to engage in them. So at the very least, give the player some control:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style:italic;"&gt;-Mission-&lt;/span&gt;&lt;br /&gt;An enemy officer has been stationed at a nearby military base, we need him captured. However, if the enemy detects a large enough military force, they will send emergency evac which will arrive in 15 minutes. However, if you can keep the location and size of your forces quiet, you should be able to flank around and capture him in a surprise attack.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style:italic;"&gt;-Choose one-&lt;/span&gt;&lt;br /&gt;A: Capture unit Z without your forces being spotted&lt;br /&gt;B: If your forces are spotted, you have 15 minutes to complete objective A&lt;br /&gt;&lt;br /&gt;At the very least, the player has some degree of control over the timer and, they get clear feedback on just how "stealthy" they were based on objective B triggering.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-5988604754721548040?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/5988604754721548040/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=5988604754721548040' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/5988604754721548040'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/5988604754721548040'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/07/on-lateness-and-game-design.html' title='On Lateness and Game Design'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_l5-NjDWMz4c/SnBic38cyXI/AAAAAAAAAD0/OctM9BO37LA/s72-c/ultimate_game.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-3655603755170721272</id><published>2009-07-15T05:56:00.001-07:00</published><updated>2009-07-16T05:33:02.530-07:00</updated><title type='text'>Experimental Gaming</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_l5-NjDWMz4c/Sl3SmLrxneI/AAAAAAAAADs/xItiKQM1Hdo/s1600-h/mario-mushroom-t-shirt1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 395px; height: 400px;" src="http://1.bp.blogspot.com/_l5-NjDWMz4c/Sl3SmLrxneI/AAAAAAAAADs/xItiKQM1Hdo/s400/mario-mushroom-t-shirt1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5358670685054016994" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;From a t-shirt I saw somewhere, not sure where the original credit belongs.&lt;br /&gt;&lt;br /&gt;I got into a discussion with a fellow designer/good friend of mine over the lack of games that take experimental risks with regards to narrative. While I've always been one to take the side that mechanics should lead player engagement, I do enjoy a good story told through a game from time to time, and judging by the vast majority of Triple-A content, so do most publishers.&lt;br /&gt;&lt;br /&gt;When I say experimental, I mean stories that are rooted in ideas for the sake of exploring them, not necessarily reliving the Hero's Journey for the millionth time as he is destined to crusade over a hidden evil. It's as obvious as it is in film why this sort of gaming never reaches mainstream. However, I've found that even the indie scene is very dry of these topics, topics that touch on philosophical contexts and are intended to spark discussion and debate.&lt;br /&gt;&lt;br /&gt;But why bother communicating these experiences through games when such ideas can be more easily told in Film and Literature? Because I believe, the experience a game can provide is totally unique from film and literature, and will impact the player on a deeper level since the story is (if good design principles are followed) a direct result of the player's actions. What better way to explore new mental territory than by probing and experimenting?&lt;br /&gt;&lt;br /&gt;Take &lt;a href="http://en.wikipedia.org/wiki/Silent_Hill_2"&gt;Silent Hill 2&lt;/a&gt; for example. A darkly-themed adventure/survival/horror/etc. (did I mention I hate genres?) with multiple endings based on how you play the game. There really is no happy ending, and plays with the concepts of sanity, making you think about what you actually would have done in the character's place. Mature for the sake of being emotionally mature, not guts, gore and colourful language*. And where are my psychedelic games?!&lt;br /&gt;&lt;br /&gt;You may say "There is no market for this kind of gaming", I say:&lt;br /&gt;&lt;br /&gt;-You don't need a big budget to make a game profitable &lt;span style="font-style:italic;"&gt;and&lt;/span&gt; fun&lt;br /&gt;-Creating value to sell to an undeveloped market is the core function of entrepreneurship&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;*I have to credit this wording to my &lt;a href="http://blog.mrcolin.com/"&gt;friend and colleague&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-3655603755170721272?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/3655603755170721272/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=3655603755170721272' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/3655603755170721272'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/3655603755170721272'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/07/experimental-gaming.html' title='Experimental Gaming'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_l5-NjDWMz4c/Sl3SmLrxneI/AAAAAAAAADs/xItiKQM1Hdo/s72-c/mario-mushroom-t-shirt1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-665345481968882490</id><published>2009-06-25T19:40:00.000-07:00</published><updated>2009-10-14T09:30:21.363-07:00</updated><title type='text'>Office Casual</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_l5-NjDWMz4c/SkQ2YtXrNoI/AAAAAAAAADk/OqGh_lE4NGk/s1600-h/Zombie+2.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://4.bp.blogspot.com/_l5-NjDWMz4c/SkQ2YtXrNoI/AAAAAAAAADk/OqGh_lE4NGk/s400/Zombie+2.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5351462055346648706" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Yes, it's a lazy photoshop, the summer heat is starting to drain me.&lt;br /&gt;&lt;br /&gt;I've been playing a lot of Plants vs. Zombies lately. It's a shining example of casual game design and has really hooked me in:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Jump in and out&lt;/span&gt;&lt;br /&gt;Like most people my age (23 at the moment), I don't have the same time to commit to gaming as I used to. Getting home from work after staring at a screen all day long doesn't make sitting in front of another screen for hours at a time an attractive option. Playing for a few minutes while I wait for dinner to cook or riding the subway to work is usually the most zen time I have to play games.&lt;br /&gt;&lt;br /&gt;Plants vs. Zombies not only supports this (as you can drop out of a game &lt;span style="font-style:italic;"&gt;mid-level&lt;/span&gt;), but &lt;span style="font-style:italic;"&gt;encourages it&lt;/span&gt;. There is a feature called a "Zen Garden" where you tend to a set of plants and meet their demands in real time. My routine this week has been to get up, water the plants, and arrive at work to see my Purple Marigold needs to be watered again. It's little things like that that make dropping in and out more satisfying (ignoring the plants carries no punishments either, only rewards!)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Core Mechanic&lt;/span&gt;&lt;br /&gt;A staple of good game development is to prototype a core mechanic/concept, and build your game around that feature. You can tell from a mile away that that's exactly the approach the developers took. Every Level, Mini-Game and Puzzle is built on the same idea, strategically choose defenses to counter a threat in a given environment with given resources. I get the feeling the designer wanted to make something rather gritty and "military defense" but had to reshape it to fit Pop Cap's Casual market (you have to play it to see what I mean). I like the game for how it plays, but I love it for it's charm and addictive nature, even if it does turn into a bit of a grind later on. &lt;br /&gt;&lt;br /&gt;I'll also say, this game has a TON of content despite the deceptively simple gameplay and price point (~$20 at the time of release)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Epic Boss Fight&lt;/span&gt;&lt;br /&gt;Of course, what game wouldn't be complete with a nice climax to cap it all off? Unless you've played the game, you wont know what I'm talking about, but causing a hailstorm of fruit and veggies to rain down on an evil zombie-robot brought back that long lost "oh-snap!" gaming moment I haven't felt for a very long time. Good job Pop Cap, or at least, good job to your amazingly small development team on this project!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-665345481968882490?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/665345481968882490/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=665345481968882490' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/665345481968882490'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/665345481968882490'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/06/office-casual.html' title='Office Casual'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_l5-NjDWMz4c/SkQ2YtXrNoI/AAAAAAAAADk/OqGh_lE4NGk/s72-c/Zombie+2.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-2431506870705436525</id><published>2009-06-13T17:06:00.001-07:00</published><updated>2009-06-13T17:45:13.064-07:00</updated><title type='text'>Fallout Frustrations</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_l5-NjDWMz4c/SjQ_LapkR4I/AAAAAAAAADc/CbdYiC0kXA8/s1600-h/Fallout.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 201px;" src="http://4.bp.blogspot.com/_l5-NjDWMz4c/SjQ_LapkR4I/AAAAAAAAADc/CbdYiC0kXA8/s400/Fallout.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5346968122960398210" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The final comic from Penny-Arcade's contribution to &lt;a href="http://en.wikipedia.org/wiki/Fallout_3"&gt;Fallout 3&lt;/a&gt; promotions. I'll own up to the fact I didn't play the original Fallout 1 and 2. I wasn't much of an adventure gamer, I spent most of my early years in the Eastern market playing the (at the time) Squaresoft and Capcom titles. However, I know the worlds they are set in, and anything post-apocalyptic is my bread and butter.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Fallout_3"&gt;Fallout 3&lt;/a&gt; is a great game with very strong connections to it's adventure/RPG roots. However, there are still crippling game design problems that drive me batty when trying to play it:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Loading/Saving&lt;/span&gt;&lt;br /&gt;Loading/Saving features are a fundamental game design problem, strongly evident in many RPG, FPS and Action/Adventure titles. While the two latter genres have (somewhat successfully) overcome this problem with checkpointing and crafty level design, non-linear RPGs have a much tougher time. I'm against gamers quicksaving/loading to ensure a perfect performance yes (because of the disconnect with immersion), but I am for putting a certain degree of freedom in the gamer's hands because no game can have a perfectly shaped experience. It's very dangerous territory to tread.&lt;br /&gt;&lt;br /&gt;I certainly don't enjoy being forced to live with certain consequences, because I love to experiment with certain actions. But, I &lt;span style="font-weight:bold;"&gt;really hate&lt;/span&gt; being punished by losing an hour or two of progress because I simply forgot to dislodge myself from the immersive grasp of the game and hit a few arbitrary buttons in the main menu.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Console FPS Controls&lt;/span&gt;&lt;br /&gt;This problem mainly applies to the xBox 360 version&lt;br /&gt;&lt;br /&gt;I'm deeply afraid of the day those kids that were raised on Halo using sticks, will beat out the ones raised on Counter Strike. First person shooters on the console (using dual-analog sticks) are tricky to play, especially for newcomers. A lot of tricks and "hacks" have been put in games to assist players such as adding camera decay or auto-aim features. Unfortunately, Fallout 3 has nothing of the sort, at least not that I've seen.&lt;br /&gt;&lt;br /&gt;It's very frustrating to not be able to shoot a guy hitting you with a bat because you can't put a reticle over top of him, whereas in real-life you would just point for the nether regions and unload. The shooting controls are clunky and annoying and just not that fun, especially for a game that puts combat fairly high up on the feature list.&lt;br /&gt;&lt;br /&gt;Maybe I should just get the game for PC?&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I love the atmosphere and world that Fallout is set in, there's just so much in the way of me actually connecting with it, and enjoying it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-2431506870705436525?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/2431506870705436525/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=2431506870705436525' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/2431506870705436525'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/2431506870705436525'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/06/fallout-frustrations.html' title='Fallout Frustrations'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_l5-NjDWMz4c/SjQ_LapkR4I/AAAAAAAAADc/CbdYiC0kXA8/s72-c/Fallout.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-8187898112970978311</id><published>2009-06-02T22:03:00.000-07:00</published><updated>2009-06-02T22:04:44.688-07:00</updated><title type='text'>Spoilers?</title><content type='html'>Sorry, nothing funny today, just a quick post.&lt;br /&gt;&lt;br /&gt;The ending "gameplay" to Condemned: Criminal Origins is brilliant.&lt;br /&gt;&lt;br /&gt;That is all.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-8187898112970978311?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/8187898112970978311/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=8187898112970978311' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/8187898112970978311'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/8187898112970978311'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/06/spoilers.html' title='Spoilers?'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-8469888654862101278</id><published>2009-06-01T08:33:00.000-07:00</published><updated>2009-06-01T09:01:56.838-07:00</updated><title type='text'>Old Skool RPGn'</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_l5-NjDWMz4c/SiP2TQlbtII/AAAAAAAAADM/zFV7N6DUdow/s1600-h/Cramer.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 232px;" src="http://2.bp.blogspot.com/_l5-NjDWMz4c/SiP2TQlbtII/AAAAAAAAADM/zFV7N6DUdow/s400/Cramer.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5342384393721459842" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Oh, did I ever mention what a Final Fantasy addict I am/was?&lt;br /&gt;&lt;br /&gt;I really fell in love with the &lt;a href="http://en.wikipedia.org/wiki/Final_Fantasy_V"&gt;job system&lt;/a&gt; in the 5th title of the series (Which I'm replaying through right now). While it could have used some balancing and possibly a more dynamic way to gain abilities through job selection, it was still excellent for it's time. I love how the elements of character customization was directly linked to the core gameplay, if only the concepts of jobs was just as linked to the game plot.&lt;br /&gt;&lt;br /&gt;I'd really like to see some newer JRPG titles released today with a splash of updated 2D art without sifting through piles of indie crap. A side project I'd like to explore in the future is creating some episodic content for an RPG style game using the RPG-Maker "Engine". The one major design focus I'll be investing time in is how to improve the existing combat system from a stat war (which I find are all often poorly done since the balancing is a nightmare) to something a little more polished and involving than choosing from an ever-growing list of actions. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_l5-NjDWMz4c/SiP7QnBV2oI/AAAAAAAAADU/upqF-KDmbgQ/s1600-h/Combat.JPG"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 241px;" src="http://1.bp.blogspot.com/_l5-NjDWMz4c/SiP7QnBV2oI/AAAAAAAAADU/upqF-KDmbgQ/s320/Combat.JPG" border="0" alt=""id="BLOGGER_PHOTO_ID_5342389845762628226" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Creating a brand new combat system from scratch is certainly an option, but I like challenges, and I like constraints even more. Using Jesse Schell's advice, my problem statement would be:&lt;br /&gt;&lt;br /&gt;"Using a traditional Turn-Based JRPG model, how do I keep combat interesting and challenging while keeping the number of action options per turn to less than 5."&lt;br /&gt;&lt;br /&gt;Why 5 actions? I find that when there is a large number of options to choose from, players quickly become overwhelmed, and those evil optimal strategies appear far too often. With a limited action set (likely dynamic and uncertain which will be available per turn) player's are forced to get involved and think every turn rather than hitting "Fight Fight Flare". I think a type of card/deck system might be in order.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-8469888654862101278?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/8469888654862101278/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=8469888654862101278' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/8469888654862101278'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/8469888654862101278'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/06/old-skool-rpgm.html' title='Old Skool RPGn&apos;'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_l5-NjDWMz4c/SiP2TQlbtII/AAAAAAAAADM/zFV7N6DUdow/s72-c/Cramer.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-7221007942991972929</id><published>2009-05-14T13:52:00.000-07:00</published><updated>2009-05-14T14:18:54.695-07:00</updated><title type='text'>New Books</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_l5-NjDWMz4c/SgyJ98vbBXI/AAAAAAAAADE/z1hw9D0qMjs/s1600-h/Bunny.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 133px;" src="http://1.bp.blogspot.com/_l5-NjDWMz4c/SgyJ98vbBXI/AAAAAAAAADE/z1hw9D0qMjs/s400/Bunny.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5335791355897251186" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pbfcomics.com/"&gt;PBF&lt;/a&gt;. Don't ask me how this connects to this topic, I just think it's funny.&lt;br /&gt;&lt;br /&gt;With my Xbox and Laptop out of commission the last two weeks, I've had a lot of time to catch up on my reading:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Scott McCloud - Understanding Comics&lt;/span&gt;&lt;br /&gt;I kept hearing this book recommended by designers of all walks of life. I enjoy the odd graphic novel, but I wouldn't consider myself close to a fan, I don't even own a single comic book. However, what makes this book relevant is how it so effectively analyzes and breaks down it's own medium, but also provides a very useful perspective on all media. One could use this book as a "how to" guide for connecting with your audience/player. Plus, it's a damn comic book, who wouldn't have fun reading one to learn ;)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Raph Koster - A Theory of Fun for Game Design&lt;/span&gt;&lt;br /&gt;A short and sweet summary of what games do for people, and generally why we go about playing them. It's a refreshing read and an accessible book for us Short-Attention Spanned types. Informative as it is brief, and overall, I highly recommend it to just about anyone who is involved in games.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Jesse Schell - The Art of Game Design&lt;/span&gt;&lt;br /&gt;For once I'd like to read a game design book that bridges the high-concept theory behind game design, and the practical side of what an actual game designer "does". This book is the answer and easily the best I've read on the topic by far. Not only is it comprehensive, but accessible.&lt;br /&gt;&lt;br /&gt;A feature which makes it so interesting, is how Schell has managed to implement a game design mechanism into the book itself. A major goal of the book is to communicate the mind map that is Game Design (what does it mean, and what are the goals?). Each chapter introduces a new chunk of mind map. Gradually, as you read through the book, this mind map is developed right in front of your eyes like a dungeon map one might develop as they play through a game of Zelda.&lt;br /&gt;&lt;br /&gt;He even manages to take a poke at the old annoying debate of "what defines a game". Ha.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-7221007942991972929?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/7221007942991972929/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=7221007942991972929' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/7221007942991972929'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/7221007942991972929'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/05/new-books.html' title='New Books'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_l5-NjDWMz4c/SgyJ98vbBXI/AAAAAAAAADE/z1hw9D0qMjs/s72-c/Bunny.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-7027583662060450086</id><published>2009-04-20T13:49:00.000-07:00</published><updated>2009-10-14T09:32:16.257-07:00</updated><title type='text'>Canada Is Not That Big</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_l5-NjDWMz4c/SezgYeY1YJI/AAAAAAAAAC0/_PUbzhNhaxs/s1600-h/Guitar_Hero_Metallica.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 320px;" src="http://1.bp.blogspot.com/_l5-NjDWMz4c/SezgYeY1YJI/AAAAAAAAAC0/_PUbzhNhaxs/s400/Guitar_Hero_Metallica.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5326879170351161490" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Being a metal-head, this is only appropriate. I'm not sure who did it. I &lt;span style="font-style:italic;"&gt;would&lt;/span&gt; be playing GH: Metallica, but my Xbox is out of commission sadly.&lt;br /&gt;&lt;br /&gt;I don't get as much time as I would like to play board games, but I'm happy I got to try &lt;a href="http://www.boardgamegeek.com/boardgame/9209"&gt;Ticket To Ride&lt;/a&gt;. A really fun game that reminds me of Monopoly in terms of how quickly friendships get destroyed, except this game actually &lt;span style="font-style:italic;"&gt;ends&lt;/span&gt;. Colourful, clean, and elegantly designed. I hear some people ask why there isn't a Canadian version, honestly, they've pretty much got the bases covered:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_l5-NjDWMz4c/Sezja07U2lI/AAAAAAAAAC8/7i3ZW4hpCGA/s1600-h/TTR+Small.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 267px;" src="http://2.bp.blogspot.com/_l5-NjDWMz4c/Sezja07U2lI/AAAAAAAAAC8/7i3ZW4hpCGA/s400/TTR+Small.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5326882509296032338" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-7027583662060450086?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/7027583662060450086/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=7027583662060450086' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/7027583662060450086'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/7027583662060450086'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/04/tickets-to-metallica.html' title='Canada Is Not That Big'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_l5-NjDWMz4c/SezgYeY1YJI/AAAAAAAAAC0/_PUbzhNhaxs/s72-c/Guitar_Hero_Metallica.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-7146854921841146234</id><published>2009-04-13T22:42:00.001-07:00</published><updated>2009-04-13T23:00:05.217-07:00</updated><title type='text'>Looking For Artists!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_l5-NjDWMz4c/SeQjcBcu4HI/AAAAAAAAACs/NJFw9C8SFxg/s1600-h/Hotel+Present.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 199px;" src="http://1.bp.blogspot.com/_l5-NjDWMz4c/SeQjcBcu4HI/AAAAAAAAACs/NJFw9C8SFxg/s400/Hotel+Present.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5324419623791026290" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The shot above is the final look I went for a polished prototype. It is the building in the upper right hand corner (see below). The gameplay* is solid, and I'm satisfied with it, but I'm sure I'll always be refining it. Right now I'm looking for an artist who wants to create the final art assets. You're more than welcome to keep the rights to your artwork and share in a % of the sales when it sees the light of market, but it's really something to be discussed. If you're interested, comment below with your email address and I'll get in touch. If I really like your work, I may be willing to offer some informal pay in the $250-750 range depending on what you can do.&lt;br /&gt;&lt;br /&gt;Assets I need would be (any work would be appreciated):&lt;br /&gt;&lt;br /&gt;-Art for the game board&lt;br /&gt;-Art template for game cards&lt;br /&gt;-Art for the game cards (75 unique pieces needed)&lt;br /&gt;-Design for tangibles such as player tokens&lt;br /&gt;&lt;br /&gt;Or, if you have had experience in board game materials, I am very much open to new ideas.&lt;br /&gt;&lt;br /&gt;The game itself is very Romero/Max Brooks zombie apocalypse survival. 4 survivors, 1 zombie player, 24 turns, no demons/occult/fast zombies, just classic zombie faire. Getting the game published is a goal, but not a priority. Right now, moving to Toronto is the priority :P&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style:italic;"&gt;*Why do all my spell checkers hate the word "gameplay" it is one word right? not "game play"?&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-7146854921841146234?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/7146854921841146234/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=7146854921841146234' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/7146854921841146234'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/7146854921841146234'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/04/news-and-update.html' title='Looking For Artists!'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_l5-NjDWMz4c/SeQjcBcu4HI/AAAAAAAAACs/NJFw9C8SFxg/s72-c/Hotel+Present.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-3315714594349838204</id><published>2009-04-05T21:49:00.000-07:00</published><updated>2009-04-15T09:49:12.380-07:00</updated><title type='text'>Another Preview</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_l5-NjDWMz4c/SdmKKmdLA5I/AAAAAAAAACk/N3vyjET5olY/s1600-h/Hand-Drawn+Layout.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 245px;" src="http://1.bp.blogspot.com/_l5-NjDWMz4c/SdmKKmdLA5I/AAAAAAAAACk/N3vyjET5olY/s400/Hand-Drawn+Layout.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5321436349441180562" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Another preview shot! I've finished the video, now just have to secure some domain/server space.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-3315714594349838204?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/3315714594349838204/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=3315714594349838204' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/3315714594349838204'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/3315714594349838204'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/04/another-preview-shot-ive-finished-video.html' title='Another Preview'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_l5-NjDWMz4c/SdmKKmdLA5I/AAAAAAAAACk/N3vyjET5olY/s72-c/Hand-Drawn+Layout.png' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-4116020415771886489</id><published>2009-04-03T10:34:00.001-07:00</published><updated>2009-04-05T21:48:58.088-07:00</updated><title type='text'>Back from the Dead?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_l5-NjDWMz4c/SdZJ5XRAgSI/AAAAAAAAACc/E62lC_vmiPI/s1600-h/City+of+the+Dead+001.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="http://2.bp.blogspot.com/_l5-NjDWMz4c/SdZJ5XRAgSI/AAAAAAAAACc/E62lC_vmiPI/s400/City+of+the+Dead+001.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5320521259631542562" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Wow, it has been far too long loyal readers!&lt;br /&gt;&lt;br /&gt;Now that school is over, I finally have the time to get my portfolio together the way I want it. The image above is a sneak preview from my first board game prototype "City of the Dead". Be on the lookout for my portfolio website featuring the full rundown of the game, including a video preview of how the product went from concept through the testing phase!&lt;br /&gt;&lt;br /&gt;I recently got back from a week at GDC where I was volunteering for the CA program. It was, career wise, the greatest week I ever had. I went there to get my finger on the pulse of the game industry, and left with hundreds of contacts, dozens of new friends, and a new level of confidence about myself as a game designer. There is a lot I don't know, and I cant wait to learn it! If you are an aspiring developer or even an industry vet, for the love of god, sign up for this program (goes up late-November I believe).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-4116020415771886489?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/4116020415771886489/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=4116020415771886489' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/4116020415771886489'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/4116020415771886489'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2009/04/back-from-dead.html' title='Back from the Dead?'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_l5-NjDWMz4c/SdZJ5XRAgSI/AAAAAAAAACc/E62lC_vmiPI/s72-c/City+of+the+Dead+001.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-8845938978585272797</id><published>2008-09-27T08:09:00.000-07:00</published><updated>2009-10-14T09:28:27.506-07:00</updated><title type='text'>TKO</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_l5-NjDWMz4c/SN5MmA2WWoI/AAAAAAAAAB0/7En_eC0Pu9M/s1600-h/PBF167-Punch_Bout.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_l5-NjDWMz4c/SN5MmA2WWoI/AAAAAAAAAB0/7En_eC0Pu9M/s400/PBF167-Punch_Bout.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5250718431507274370" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Credit to &lt;a href="http://pbfcomics.com/"&gt;Perry Bible Fellowship&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;World of Warcraft attracts a lot of attention from the game industry. Why shouldn't it (and I'm not just saying that because I'm a recovering addict)? It's a massive title with a massive following. Regardless of how you feel about it, nobody can deny that it has (and will continue to for many years) a huge influence on the game industry. Every seminar that I attend and a frighteningly large proportion of articles that I read reference it in some capacity. Love it or hate it, it's here to stay.&lt;br /&gt;&lt;br /&gt;On the topic of MMO design, I came upon an &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19796"&gt;interview&lt;/a&gt; of two very bright developers: Ed Stark and Dave Williams. Some very good points arise, including just about every RPG gamers wet-dream: being able to have a "discernible, integrated" (Credit to &lt;a href="http://books.google.ca/books?id=UM-xyczrZuQC&amp;dq=Rules+of+Play&amp;pg=PP1&amp;ots=2yEExTdETs&amp;sig=WtkHQ8WH9e3krvTtsjxqeu_DYSs&amp;hl=en&amp;sa=X&amp;oi=book_result&amp;resnum=4&amp;ct=result"&gt;Rules of Play&lt;/a&gt;) and persistent effect on a persistent world. Being able to actually destroy a town in an MMO, slay a world leader, or save a captured champion for good.&lt;br /&gt;&lt;br /&gt;From the traditional model of game design: Create content and watch your players consume it in a fraction of the time it took to make, this seems impossible. As always, times are changing. I believe that player-generated content is the next major leap in great game design. Second life has taken a step in the right direction, but there is a long way to go. With a push in the right direction, and game designers providing the right tools, environments and motivations to players, these games can have, effectively, infinite content (what publisher/investor doesn't get turned on by that?). Keep an eye out for the next indie MMO that does just that. Heck, maybe it's already out there and I just haven't found it yet.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style:italic;"&gt;Edit: I know a lot of designers out there disagree with me. Good storytelling needs to result in change, which is a total nightmare in the MMO world, pretty much to the point where a true MMO narrative cant explicitly designed by the development team. Have faith in your fans designers, I'm going to trust my instincts on this one.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-8845938978585272797?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/8845938978585272797/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=8845938978585272797' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/8845938978585272797'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/8845938978585272797'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2008/09/tko.html' title='TKO'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_l5-NjDWMz4c/SN5MmA2WWoI/AAAAAAAAAB0/7En_eC0Pu9M/s72-c/PBF167-Punch_Bout.gif' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-2979711764893110866</id><published>2008-09-16T15:14:00.000-07:00</published><updated>2009-10-14T09:24:29.520-07:00</updated><title type='text'>Core Mechanics at Play</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_l5-NjDWMz4c/SNAwjhymEzI/AAAAAAAAABs/Ryls0r1vh0o/s1600-h/RockPaperScissors.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_l5-NjDWMz4c/SNAwjhymEzI/AAAAAAAAABs/Ryls0r1vh0o/s400/RockPaperScissors.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5246746952810763058" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Credit to &lt;a href="http://pbfcomics.com/"&gt;Perry Bible Fellowship&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;It's about time a big name in the game industry finally made the &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19999"&gt;statement&lt;/a&gt;. I think the western game industry as a whole is understanding more and more that great games are not defined by their poly count or their shaders, but by the bottom line experience, so much of which is typically in the hands of great core design. Well, honestly this has been a long time coming anyway, it's just about time it came to the mainstream. I'm not saying the hardware drivers don't have their place, but good technical design should serve to ramp up the "sex factor", not the hardware requirements. Blizzard has followed this model from day one and look at where it has gotten them. When they wanted top end graphics (Please note the distinction between the high-end technical sense of the word "graphics" and visual design), they left it to their cinematic team to blow our occular minds.&lt;br /&gt;&lt;br /&gt;Take a title like &lt;a href="http://en.wikipedia.org/wiki/Castle_Crashers"&gt;Castle Crashers&lt;/a&gt; for example. $15.00 US, phenomenal gameplay experience IMHO and (at first glance) looks like something you would see on &lt;a href="http://www.addictinggames.com/index.html"&gt;Addicting Games&lt;/a&gt;. Who said there was anything wrong with that? Great art wont sell a game*, great experiences do. Thankfully LIVE's business model has done wonders to facilitate bringing these games to the mass market.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style:italic;"&gt;*On reflection, I take this statement back. Art + Hype = Sales.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-2979711764893110866?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/2979711764893110866/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=2979711764893110866' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/2979711764893110866'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/2979711764893110866'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2008/09/core-mechanics-at-play.html' title='Core Mechanics at Play'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_l5-NjDWMz4c/SNAwjhymEzI/AAAAAAAAABs/Ryls0r1vh0o/s72-c/RockPaperScissors.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-2509816053811928549</id><published>2008-09-12T10:49:00.000-07:00</published><updated>2008-09-12T10:55:33.241-07:00</updated><title type='text'>Fetch Boy!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_l5-NjDWMz4c/SMqr78yWxuI/AAAAAAAAABU/wSPdhPTkGPY/s1600-h/Questing.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_l5-NjDWMz4c/SMqr78yWxuI/AAAAAAAAABU/wSPdhPTkGPY/s400/Questing.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5245193762444330722" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Pilfered from &lt;a href="http://www.penny-arcade.com"&gt;Penny-Arcade&lt;/a&gt;. Great point they touch on, I’m not saying that narratives in MMO questing are a waste (especially when such games have a strong focus on statistical character progression) but you can’t deny that the “fetch the magic word” quest is poorly implemented in most objective-based gameplay. Ironically, when properly integrated (whatever that entails!) into the game, it becomes transparent enough to immerse the player into the narrative and the system still works as strongly as ever. Sadly, I see a lot of games that fall short on this, people, get in touch with your writers! They are a treasured resource not to be squandered!&lt;br /&gt;&lt;br /&gt;There’s a fantastic collaborative game design project in progress called the &lt;span style="font-weight:bold;"&gt;&lt;a href="http://www.theinspiracy.com/400_project_faq.htm"&gt;400 Project&lt;/a&gt;&lt;/span&gt;. It’s an ambitious attempt to get input from many game designers to create the 400 rules that all designers should follow to create great games. I’m waiting for the day it’s published into some type of book or yearly release. In my opinion, I think a lot of the best content may get lost in the scope (400 distinct informational entities is a lot to keep track off), so hopefully it will get condensed or adopt a “top 400” format.&lt;br /&gt;&lt;br /&gt;Today, I’m going to take a somewhat extended look at the game Lotus (The Board Game).&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Lotus_(board_game)"&gt;&lt;span style="font-weight:bold;"&gt;Lotus&lt;/span&gt;&lt;/a&gt; is an abstract strategy board game for 2 – 4 players. I’m still trying to lock down what the full rules of the game are for certain (haven’t actually bought the boxed game yet), but the materials are simple enough to play using a prototype kit, or even a piece of paper and a pen.&lt;br /&gt;&lt;br /&gt;This game is another prime example of seconds to learn, a lifetime to master. I have to admit there is no experience like two novices sitting down to a game, having no idea how to play, and then 10 minutes later locked into intense focus trying to outdo one another.&lt;br /&gt;&lt;br /&gt;Incidentally, the purpose behind playing this was to gain enough of an understanding of the game to develop an AI for a digital version. Wish us luck!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-2509816053811928549?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/2509816053811928549/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=2509816053811928549' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/2509816053811928549'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/2509816053811928549'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2008/09/fetch-boy.html' title='Fetch Boy!'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_l5-NjDWMz4c/SMqr78yWxuI/AAAAAAAAABU/wSPdhPTkGPY/s72-c/Questing.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-1769798027288031721</id><published>2008-09-05T11:33:00.000-07:00</published><updated>2008-09-12T10:56:51.371-07:00</updated><title type='text'>My Skin Hurts. . .</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_l5-NjDWMz4c/SMF8bx4FNAI/AAAAAAAAABM/rXd0f2gBtmk/s1600-h/cookin+mana.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_l5-NjDWMz4c/SMF8bx4FNAI/AAAAAAAAABM/rXd0f2gBtmk/s400/cookin+mana.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5242608257922839554" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Credit to &lt;a href="http://www.vgcats.com"&gt;VGcats&lt;/a&gt;. You know what really sucks? Poison-Fuckin-Ivy. I am bandaged and drugged up waiting for it to pass right at the start of school . . .fun. . ., At least I have an excuse to sit and play games for a week or so ;).&lt;br /&gt;&lt;br /&gt;One game I was really looking forward to, &lt;a href="http://en.wikipedia.org/wiki/Too_Human"&gt;Too Human&lt;/a&gt;, has the gaming community viewing it as a disappointment. Assuming this &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=14759 "&gt;article&lt;/a&gt; is telling the bulk of the story, it's quite a tragic turn of events. So much potential lost. I feel like an idiot saying this without even playing it, but the multiple reviews and trusted sources all point to me not spending $70 on it. If only they had been given more time to work through the issues, I'll bet the game would have been a home run.&lt;br /&gt;&lt;br /&gt;Any aspiring game designer should be on the lookout for common design flaws other games may have made. One really great source for such flaws is the &lt;a href="http://www.designersnotebook.com/Design_Resources/No_Twinkie_Database/no_twinkie_database.htm"&gt;"No Twinkie" articles&lt;/a&gt; written by game designer and consultant, &lt;a href="http://www.designersnotebook.com/Home_Page/home_page.htm"&gt;Ernst Adams&lt;/a&gt;. While many of these points seem obvious, take the time to read and understand them, you'll be surprised how much you can learn.&lt;br /&gt;&lt;br /&gt;For now, I am taking a look at 2 games, Dungeon Keeper and GrowRPG.&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Dungeon_Keeper"&gt;Dungeon Keeper&lt;/a&gt;&lt;/span&gt;: is a unqiue RTS/God-game where you construct a personal dungeon and manage it's denizens against plundering heroes and spread the taint of evil. Hidden beneath it's Real-Time Strategy exterior lies a sand-box game (an element further explored in it's sequel) which became the main reason I enjoyed it so much. If you want to build a dungeon full of traps and terrors check out this game and it's sequel.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;&lt;a href="http://www.eyezmaze.com/grow/RPG/index.html"&gt;GrowRPG&lt;/a&gt;&lt;span style="font-weight:bold;"&gt;&lt;/span&gt;&lt;/span&gt;: Another very unqiue title that has the player craft a world one piece at a time, then sit and watch the RPG story unfold. Choosing the correct order of pieces rewards the player with victory. Failure hints at the proper order of objects. I have to note on how well the designer captured the typical japenese-style RPG world in such simple terms. It's worth the 5 minutes to check out one playthrough.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-1769798027288031721?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/1769798027288031721/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=1769798027288031721' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/1769798027288031721'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/1769798027288031721'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2008/09/credit-to-vgcats.html' title='My Skin Hurts. . .'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_l5-NjDWMz4c/SMF8bx4FNAI/AAAAAAAAABM/rXd0f2gBtmk/s72-c/cookin+mana.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-7729738487419512218</id><published>2008-08-19T07:37:00.001-07:00</published><updated>2008-08-21T09:10:09.190-07:00</updated><title type='text'>Negative Feedback</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_l5-NjDWMz4c/SKray8Aa7hI/AAAAAAAAAA8/1rA8-Kz7P2g/s1600-h/20080425.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_l5-NjDWMz4c/SKray8Aa7hI/AAAAAAAAAA8/1rA8-Kz7P2g/s400/20080425.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5236238085407829522" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Credit of course to the guys at &lt;a href="http://www.penny-arcade.com/"&gt;Penny Arcade&lt;/a&gt;. Now, I'm all for tradition, but fucking with it is just so much more interesting! &lt;br /&gt;&lt;br /&gt;It's funny how a game can have a totally differant play experience despite having the same mechanic. For example, take  these two tiles: &lt;a href="http://www.addictinggames.com/blocky.html"&gt;Blocky&lt;/a&gt; and &lt;a href="http://www.addictinggames.com/littlefarm.html"&gt;Little Farm&lt;/a&gt;. The former is a free to play web game, and the latter takes the same core mechanic, gives it a narrative, some progression elements and asks nicely for you to buy the full version. Hard to tell which one I enjoy more to be honest, sometimes a game that stands strong on it's core needs only to be stripped down to that mechanic and polished for the sake of actually realeasing it for play. The amount of effort put into story, art and extra code almost feels like a waste when I play Little Farm after Blocky. In all honesty, it's a web game, not something I'm going to invest precious couch time in.&lt;br /&gt;&lt;br /&gt;In a way, this raises the issue of big budget vs. indie games. Speaking from experience, I have been very disappointed in the titles I've actually dropped fifty bucks on compared to smaller titles that I'll play to meet the same ends as their richer brothers intend to. Maybe the marketing has built them up too much or I'm too indie-biased, but I just cant get into the big budget titles these days. I see that &lt;a href="http://en.wikipedia.org/wiki/Eschalon:_Book_I"&gt;Eschalon&lt;/a&gt; was generally spearheaded by one guy and &lt;a href="http://en.wikipedia.org/wiki/Mass_Effect"&gt;Mass Effect&lt;/a&gt; had a multi-million development team. But, I cant even finish the latter because I'm so bored with it, this situation is very unsettling. something is just not right here. The experiences both games offer are differant, granted, but this is just one of the many examples out there.&lt;br /&gt;&lt;br /&gt;This week's three games are: &lt;em&gt;Exile/Avernum&lt;/em&gt; series, &lt;em&gt;Gomoku&lt;/em&gt;, and &lt;em&gt;Warhammer: Dawn of War&lt;/em&gt; series&lt;br /&gt;&lt;br /&gt;The &lt;strong&gt;&lt;a href="http://en.wikipedia.org/wiki/Exile_(computer_game)"&gt;Exile/Avernum&lt;/a&gt;&lt;/strong&gt; series is a classic computer-style RPG where you lead a band of adventurers through the subterranian depths of Exile. What it lacks in polish, it more than makes up in it's massive scope that can take in the realm of hundreds of hours to finish (the series that is). One of my favourite games to play when killing time on my laptop. Get the demo &lt;a href="http://www.spiderwebsoftware.com/"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;a href="http://en.wikipedia.org/wiki/Gomoku"&gt;Gomoku&lt;/a&gt;&lt;/strong&gt; is a strategy board game where the two player's take turns trying to line up 5 stones while blocking their opponent, the same core mechanics as tic-tac-toe (the two are likely historically related). This is a classic example of a solid core mechanic being the sole driving force behind gameplay. Seconds to learn, limitless complexity and the list goes on.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;a href="http://www.dawnofwargame.com/uk/home/agegate"&gt;Warhammer: Dawn of War&lt;/a&gt;&lt;/strong&gt; is a series of computer-RTS games adapted from the tabletop version (Warhammer 40,000). The series has a stronger focus on strategy and less on the economics behind the resources (in a less obvious fashion as &lt;a href="http://en.wikipedia.org/wiki/World_in_Conflict"&gt;World in Conflict&lt;/a&gt;). It's connection with the tabletop is what gives it such a unique flavour no matter how framilar you are with most RTS games.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-7729738487419512218?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/7729738487419512218/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=7729738487419512218' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/7729738487419512218'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/7729738487419512218'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2008/08/negative-feedback.html' title='Negative Feedback'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_l5-NjDWMz4c/SKray8Aa7hI/AAAAAAAAAA8/1rA8-Kz7P2g/s72-c/20080425.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-8243061071223423765</id><published>2008-08-12T09:08:00.001-07:00</published><updated>2008-08-12T10:04:34.100-07:00</updated><title type='text'>Oh shit! Iterative Design!</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_l5-NjDWMz4c/SKG1q-Rt3hI/AAAAAAAAAA0/FLbUgfc00Ik/s1600-h/Bear.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_l5-NjDWMz4c/SKG1q-Rt3hI/AAAAAAAAAA0/FLbUgfc00Ik/s400/Bear.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5233663991857667602" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;. . .At least, that's the reaction designers seem to get from people with money. While I beleive there is no "right" way to make games, the principles behind &lt;a href="http://www.gamecareerguide.com/features/577/iterative_.php"&gt;iterative design&lt;/a&gt; are a step in the right direction. Any designer (or publisher) who thinks that they can write a game on paper, plan it, develop it, and expect it to be awesome without refinement is going to be the one doing the running. Gameplay is a lot more than the rules that define it, no designer can hope to understand what a play experience is going to be like based on the rules they create. Iterative design is a framework that helps create (but does not guarentee) a higher quality game in a realistic, practical setting. You have to be ready to accept that, while your idea may be wicked on paper, without some kind of feedback, your taking a &lt;strong&gt;much bigger risk &lt;/strong&gt;than using a traditional project management method.&lt;br /&gt;&lt;br /&gt;As I touched on, iterative design is far from the be all and end all of development systems. A lot people like to throw it around without truly considering the implications. Agile development in itself has this unfortunate history. This &lt;a href="http://www.gamasutra.com/view/feature/3724/top_10_pitfalls_using_scrum_.php?print=1"&gt;article&lt;/a&gt; is a good start for understanding some of the common pitfalls of the Scrum methodology (an agile development approach).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;This week's three games are: Eschalon: Book I, Kings, and Donkey Kong Country.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Eschalon:_Book_I"&gt;&lt;strong&gt;Eschalon: Book I &lt;/strong&gt;&lt;/a&gt; is a turn-based, isometric RPG set in a classic fantasy world. The design makes a strong attempt to recrate the traditional computer-style RPGs of the 80s and early 90s. Having played the demo, despite the weak magic system, this game definetly hits the mark, I just today have purchased the full version. Get the demo &lt;a href="http://playgreenhouse.com/game/BASLX-000001-01/"&gt;here&lt;/a&gt;, support your independant developers!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Kings_%28drinking_game%29"&gt;&lt;strong&gt;Kings &lt;/strong&gt;&lt;/a&gt; is a common drinking game where players draw cards, and act based on the card they drew, usually drink. What's so unique is that the rules manage to be flexible (as dozens of variants exist for each card) and customizable during the game! Failing to remember these rules results in corrective behaviour that ensures the players will remember better next time . . .or pass out. Personally, my favourite game when alcohol is involved.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Donkey_Kong_Country"&gt;&lt;strong&gt;Donkey Kong Country:&lt;/strong&gt;&lt;/a&gt; A SNES platformer &lt;em&gt;classic&lt;/em&gt;, hands down. I recently played it through one rainy day, and was blown away at the quality of the level design, like abstract art, it was as intricate as it appears to be simple. If you are developing any type of platformer, you owe it to your game to pick up on the lessons DK has to offer.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-8243061071223423765?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/8243061071223423765/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=8243061071223423765' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/8243061071223423765'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/8243061071223423765'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2008/08/oh-shit-iterative-design.html' title='Oh shit! Iterative Design!'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_l5-NjDWMz4c/SKG1q-Rt3hI/AAAAAAAAAA0/FLbUgfc00Ik/s72-c/Bear.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-294397359636077373</id><published>2008-08-05T10:14:00.000-07:00</published><updated>2008-08-05T10:27:29.819-07:00</updated><title type='text'>Does story end with the pipe?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_l5-NjDWMz4c/SJiK_lAUzbI/AAAAAAAAAAs/oHMVPWh1zj4/s1600-h/PBF213-Mario_Too.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://bp0.blogger.com/_l5-NjDWMz4c/SJiK_lAUzbI/AAAAAAAAAAs/oHMVPWh1zj4/s400/PBF213-Mario_Too.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5231083792060698034" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Saw this one and I couldn’t resist posting it (Credit to Original Author &lt;a href="http://pbfcomics.com/"&gt;here&lt;/a&gt;). Also, it looks like my neglected 360 will be getting some love soon. &lt;a href="http://en.wikipedia.org/wiki/Too_Human"&gt;Too Human&lt;/a&gt; (August 19) and &lt;a href=" http://en.wikipedia.org/wiki/Spore_%282008_video_game%29"&gt;Spore&lt;/a&gt; (September 7) aren’t far around the corner! Even though it is Will Wright, I feel like I’m committing some horrible sin against gaming by buying it, EA has tainted far too much in my opinion.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I have to say, &lt;a href=" http://books.google.ca/books?id=UM-xyczrZuQC&amp;dq=Rules+of+Play&amp;pg=PP1&amp;ots=2yDJAYcGXr&amp;sig=wq8__R0bF_u8t51W7dQXcUWHkJc&amp;hl=en&amp;sa=X&amp;oi=book_result&amp;resnum=1&amp;ct=result"&gt;Rules of Play&lt;/a&gt; is a wicked book so far. I can’t even hope to deliver the lessons within as well as the authors have. So instead, I’ll point out quotes that really stuck with me in hopes that you’ll pick it up some day, or at least read the sections through Google you cheap bastard.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Meaningful Play (Page 34):&lt;/span&gt;&lt;br /&gt;&lt;br /&gt; &lt;span style="font-style:italic;"&gt;Meaningful play occurs when the relationships between actions and outcomes in a game are both discernable and integrated into the larger context of the game. &lt;span style="font-weight:bold;"&gt;Creating meaningful play is the goal of successful game design.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt; Discernable - &lt;span style="font-style:italic;"&gt;The player can perceive the immediate outcome of an action&lt;/span&gt;&lt;br /&gt; Integrated - &lt;span style="font-style:italic;"&gt;The outcome of an action is woven into the game system as a whole&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Uncertainty (Page 189):&lt;/span&gt;&lt;br /&gt;&lt;br /&gt; &lt;span style="font-style:italic;"&gt;Uncertainty is a key component of every game. If a game is completely predetermined, the player’s actions will not have an impact on the outcome of the game and meaningful play will be impossible.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt; This sounds obvious, but I’ll be referring to it here and there as I blog, for example:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Storyline in a video game, the narrative drive that gives the character (but not necessarily the player) a reason to continue, has always been an well-debated issue in game design. Not surprising considering some games do well treating it like a 3-act movie, some like an epic work and others with no story at all. I’m not referring to the ludology vs. narrative debate, I’m pointing out the purposely defined and hand written events that get character X from point A to B. This aspect of design is most commonly limited to video games, especially big budget productions, and an interesting &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19388"&gt;article&lt;/a&gt; by Duncan Fyfe has surfaced pointing out some concerns that come with storyline in games.&lt;br /&gt;&lt;br /&gt;One issue they point out is that the narrative structure of games that are so heavily inspired from film and literature roots (ironically quite detached from the roots of gaming itself) lacks “an intuitive metric: it’ll fall between one and one hundred hours”. What they mean is, you can easily see how far you are in a book, feel how long you are into a movie, and the dramatic tension usually flows in a structure within that metric. Games typically lack that sense of common structure and give the player no scope in which to frame their progression, and thus, have no idea what to expect. As Fyfe puts it: “Expectations frame experience”, and as a designer, the game experience is everything. If the player has no idea if the boss they just killed was a grunt in the scope of the story or the final boss itself, there is little meaning to be found in that victory. As I pointed out from above (once again, credit to Salem &amp; Zimmerman), without meaning, play breaks down.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;3 games I’d like to point out this week are: Machete Chamber, Life &amp; Dino Run.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;&lt;a href="http://www.addictinggames.com/machetechamber.html"&gt;Machete Chamber:&lt;/a&gt;&lt;/span&gt; Essentially an action-based “dodge the bad things” &amp; trivia hybrid in a gameshow setting. Correctly answering questions grants typical prizes such as shoes and cars. Poor performance usually results in jeers from the crowd and dismemberment. I felt the need to mention this game simply because losing limbs seems to have a real emotional impact on a player, try it for yourself and see how you feel after losing an arm or a leg.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Game_of_Life"&gt;Life:&lt;/a&gt;&lt;/span&gt; Life (as I’m sure many of you know, and if not, shame on you, go play it) is a linear boardgame where players compete to make the most of their lives, typically through acquiring financial assets and collecting unique “once-in-a-lifetime” events. While a sunny family game indeed, I began to wonder (as my dark twisted mind tends to do) what it would be like if a darker, more mature version was made as a satirical look on western culture, emphasizing the negative events life throws at us. I wonder how players would value their experience if instead of landing on a “Baby Girl!” tile, it was “You got a girl pregnant at a one night stand, deal with it”. Humour can cause smiles just as easy.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;&lt;a href="http://www.addictinggames.com/dija.html"&gt;Dino Run:&lt;/a&gt;&lt;/span&gt; A simple but fun platformer where your little dinosaur tries to outrun extinction from a meteor impact’s wall of death. What I find is really well done is how well the designer conveyed the sense of impending doom and cranks up the tension the closer the wall of death gets. Try it yourself and you’ll see what I mean.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-294397359636077373?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/294397359636077373/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=294397359636077373' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/294397359636077373'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/294397359636077373'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2008/08/saw-this-one-and-i-couldnt-resist.html' title='Does story end with the pipe?'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp0.blogger.com/_l5-NjDWMz4c/SJiK_lAUzbI/AAAAAAAAAAs/oHMVPWh1zj4/s72-c/PBF213-Mario_Too.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-1413756114230018767</id><published>2008-07-29T10:05:00.000-07:00</published><updated>2008-07-29T10:34:51.258-07:00</updated><title type='text'>Checkmate &amp; Teapots</title><content type='html'>&lt;a href="http://bp0.blogger.com/_l5-NjDWMz4c/SI9ODktdUqI/AAAAAAAAAAk/ykK83BsFlwQ/s1600-h/PBF093-Check_Shots.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://bp0.blogger.com/_l5-NjDWMz4c/SI9ODktdUqI/AAAAAAAAAAk/ykK83BsFlwQ/s400/PBF093-Check_Shots.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5228483515701351074" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;A funny comic from a great webcomic site: &lt;a href="http://pbfcomics.com/"&gt;The Perry Bible Fellowship&lt;/a&gt;, if you are into dark comedy and random humour it's worth a few laughs.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I recently picked up a great book on game design: &lt;a href="http://www.google.ca/search?hl=en&amp;q=Rules+of+Play&amp;meta="&gt;Rules of Play&lt;/a&gt;. Instead of trying to define and cram the field of game design into one conceptual model, they approach it from multiple angles like emergent gameplay or games as information systems. For example, if you were to define what exactly defined teapot, would you go by how it was used? How it was built? What it looked like? Salem &amp; Zimmerman approach the "Teapot" of game design from all these various angles, providing a very solid toolset for game design. I'm working my through it when time permits and will post the particularly juicy bits that I find.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Gamasutra featured an &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19217"&gt;interview&lt;/a&gt; with Paul Sams, COO of Blizzard Entertainment, besides the usual Blizzard "Wait and see, we love making great games" treatment, I have to note one really intesting point he made reflecting the topic of making games outside the male 18-30 demographic:&lt;br /&gt;&lt;br /&gt;&lt;em&gt;"Our feeling is that if you're going to have people put a number of years of their life, and they're going to put their blood, sweat, and tears into the development of the game, they better believe in it, and want to play it, and it's going to be a passion of theirs. And if it's a kid's game – unless that's what they're really into – then it's not going to be great."&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;You can probobly tell where I'm going to go with this, but essentially, how can we expect development teams to make great games outside the common market when the vast majority of those developers are found in that same market? There probobly arn't very many developers who would like to work on Barbie Horse Adventures their whole career barring one very special web comic author.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;On the gaming front itself, I've been playing 3 titles lately:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.addictinggames.com/gemcraft.html"&gt;&lt;strong&gt;Gemcraft:&lt;/strong&gt;&lt;/a&gt; A well-polished tower defense featuring RPG elements and a light storyline. You can find many hours of gameplay that, while somewhat repetitive, has great spins on the traditional Tower Defense model. Difficulty, while actually dynamic and left in the player's hands, still manages to be challenging and rewarding. A must play for TD fans, period.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.addictinggames.com/pandemic2.html"&gt;&lt;strong&gt;Pandemic II: &lt;/strong&gt;&lt;/a&gt;A unique sim that has the player engineer and evolve a lethal pandemic with the goal of wiping out the human race. Now who doesn't love that? Despite the somewhat dry gameplay and tricky learning curve, it's still quite a bit of fun to make your infection suddenly cause diarrhea and then watch the ports close. The interface is clunky in the sense that it is difficult to tell exactly what your actions are doing on a global scale, but still worth the time to check out if you enjoy a good power trip.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Battlefield:_Bad_Company"&gt;&lt;strong&gt;Battlefield: Bad Company &lt;em&gt;(Single Player)&lt;/em&gt;:&lt;/strong&gt;&lt;/a&gt; Hoo boy, this game has everything you can expect from a professional budget title. Great graphics, great sound (outstanding actually), mediocre gameplay. The single player campaign is nothing special, good for some explosions and the occasional laugh, the ending is disappointing and not worth the 20 hours in my humble opinion. &lt;br /&gt;&lt;br /&gt;I get the feeling EA wanted to release this game as a way of showing off (and an excuse to make) the frostbite engine. The defining feature of the engine (besides the epic sound design it can offer) is "destructable environments" which boils down to a handful of extra features:&lt;br /&gt;&lt;br /&gt;-The ability to knock down trees&lt;br /&gt;-The ability to obliterate outhouses and other small structures&lt;br /&gt;-The ability to create small craters in the ground&lt;br /&gt;-The ability to reduce sturdy houses to sturdy frames of houses&lt;br /&gt;&lt;br /&gt;While it's fun to literally blow the cover of a pesky enemy trooper (and usually the enemy himself), to be able to decimate a brick wall and do nothing to the 4x4 holding the 2nd floor up, ruins the immersion for me and reminds me I am still playing a video game. If you are going to build a million dollar game around a feature, you should probobly make sure that feature stands rock solid.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-1413756114230018767?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/1413756114230018767/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=1413756114230018767' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/1413756114230018767'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/1413756114230018767'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2008/07/checkmate-teapots.html' title='Checkmate &amp; Teapots'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp0.blogger.com/_l5-NjDWMz4c/SI9ODktdUqI/AAAAAAAAAAk/ykK83BsFlwQ/s72-c/PBF093-Check_Shots.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3186106855579008521.post-2797964394428880694</id><published>2008-07-22T09:16:00.000-07:00</published><updated>2008-07-22T09:48:51.112-07:00</updated><title type='text'>First Post eh?</title><content type='html'>&lt;a href="http://bp1.blogger.com/_l5-NjDWMz4c/SIYMBWNMSRI/AAAAAAAAAAM/M1mEXujqhXA/s1600-h/Profile.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5225877634890352914" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp1.blogger.com/_l5-NjDWMz4c/SIYMBWNMSRI/AAAAAAAAAAM/M1mEXujqhXA/s320/Profile.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;I love games, I love making games.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;I love board games, card games, video games, collectable games, retro games, video games, live action games, and the list goes on. Is there nothing better than opening up a new rulebook, game manual or sealed set and savouring that anticipation of good things to come?&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Ha, I have other passions, but if I could dedicate my life to something, it would be creating the ultimate gaming experience that everyone could participate in and enjoy, really bring gaming above and beyond the level of film and music, renew mankind's oldest passtime of play. Children play, dogs and cats play, why dont we adults do it more if it made us so happy?&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Now that I've firmly established that, Hi, I'm Tyler, a 22 year old aspiring game designer from Canada. An adventuring hard-working metal-head gamer trying to make a name for himself in the games industry. It's really all I've ever wanted to do. I can remember when I was 8 years old designing weapon ideas for an Eastern-Style Console RPG at my cottage up in North Ontario. I can remember when I was 12 and discovered emulation and ended up going through dozens of SNES games in a summer. I remember when I was 16 and downloaded RPG Maker, trying to make the next big hit for myself to enjoy. Trouble was I knew where all the hidden chests were.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;I can remember watching the behind the scenes VHS for Donkey Kong for the SNES and being blown away at people being payed to play games. I remember opening my first booster pack of Magic: The Gathering. I remember watching the animated Legend of Zelda series. I remember seeing the Live Action Super Mario movie. I remember playing Risk with my cousins and designing maps on the Warcraft II Map Editor.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;With the end of university just around the corner, now the real fun begins!&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;-Tyler&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3186106855579008521-2797964394428880694?l=gamerwithablog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gamerwithablog.blogspot.com/feeds/2797964394428880694/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3186106855579008521&amp;postID=2797964394428880694' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/2797964394428880694'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3186106855579008521/posts/default/2797964394428880694'/><link rel='alternate' type='text/html' href='http://gamerwithablog.blogspot.com/2008/07/first-post-eh.html' title='First Post eh?'/><author><name>Tyler Moore</name><uri>http://www.blogger.com/profile/04202755114436877447</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp1.blogger.com/_l5-NjDWMz4c/SIYMBWNMSRI/AAAAAAAAAAM/M1mEXujqhXA/s72-c/Profile.jpg' height='72' width='72'/><thr:total>0</thr:total></entry></feed>
