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  • The Choice of an Expression

    Computer Games Development, Game Design, Game Design Articles, Tao of Game Dev 20.03.2009 No Comments
    This entry is part 3 of 7 in the series The Tao of Game Dev

    Hiding within an isolated hovel upon the mountain, the second disciple of the North Cave Mystic worked on his game design. How he labored and toiled, pushing the pen to scribe the perfect experience, one that fills the very soul of the player with emotion and feelings! How he calculated, to ensure a depth of strategy in which mastery of it would be as gratifyingly as finding the Deep Pearl of the Southern Dragon Sea!

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    Tags: Game Design

  • In the Beginning…

    Computer Games Development, Game Design, Game Design Articles, Tao of Game Dev 18.03.2009 No Comments
    This entry is part 1 of 7 in the series The Tao of Game Dev

    In the beginning there was the void. Perfect, still, without form or shape. Pangu’s Axe then cleaved the void into two and there springs into existence the Perfect Pair; One and Zeros. Sages from the North, South, East and West embraced the Tao of Computing but of the Tao of Games Development, who have yet understood?

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    Tags: Game Design

  • Top Five Annoying Things about Turn Based Strategy Games

    Game Design, Game Design Articles 03.03.2009 No Comments
    1. You are always just short of that tiny-weensy-little-bit of Movement Point to grab that resource node
    2. Treasures are hidden in hard to reach corner — and you have to walk all the way back after you have grabbed it (Heroes of Might and Magic)
    3. Passing next turn again and again just to accumulate enough resources to build something and there is nothing else constructive you can do
    4. It’s turn 101 and the final enemy stack has become a horde large enough to conquer the entire world (Heroes of Might and Magic)
    5. It’s always game-over when you lose your superhero stack (Heroes of Might and Magic, Disciples II…)

    Tags: Game Design

  • Hey, you got quest!

    Game Design, Game Design Articles 21.02.2009 No Comments
    This entry is part 2 of 2 in the series Quest Design 101

    So previously, we talk about quest models. That is, the ‘template’ for a quest. The next step is to let the player knows that there are quests; or else all your hard work will go to naught. There are many ways to tell players where to get quests – here are the common and uncommonly used methods.
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    Tags: Game Design

  • 10 Ideas which Console/Computer RPGs Should Implement

    Game Design, Game Design Articles 14.02.2009 No Comments

    After more than two decades of computer role-playing games, we run into the same quirks and annoyances and wonder why the developers couldn’t remove them. Then along come some games which feature some great ideas, but never see much widespread acceptance. Here are ten of them.
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    Tags: Game Design

  • An Insight into Failed MMOs

    Game Design, Game Design Articles 28.01.2009 No Comments

    2008 was not a year good for MMOs – many bite the dust, such as Hellgate London and Tablua Rasa, and some still struggling, such as Age of Conan. This article over at T=Machine discusses what has been going on and provides an insight what might be the most favourite genre that beginning game developers want to try. Can you really fail a MMO even before it launches? Take a look.

    And here’s another one over at Broken Toys on the fate of Tablua Rasa.

    Tags: Game Design

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