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Must Watch: Charlie Brooker's GameSwipe - http://www.gamesetwatch.com/2009...
An intelligent and funny TV show about games? What a strange concept. - Alex Carobus
He seemed quite Yahtzee-like to me. :) - Rob Shillingsburg
Analysis: The 7 Ways That Penny Arcade Expo Does It Differently - http://www.gamesetwatch.com/2009...
PAX really is a lot of fun. I highly recommend it to all gamers. - Alex Carobus
SIgn me up dude! Bummed that I didn't go. - Rob Shillingsburg
Gouraud shading using GradientFill - http://blog.wildshadow.com/wild_sh...
How many polys in that demo? - Rob Shillingsburg
800 (20 x 20 x 2) - Alex Carobus
The Hits Get Bigger - http://www.edery.org/2009...
"Professors Duncan Watts, Matthew Salganikand and Peter Dodds recently demonstrated that, in a digital music ecosystem devoid of traditional marketing signals and recognizable IP (but possessing a public rating system), not only did “the hits get bigger,” but popularity was essentially random. A song’s popularity depended entirely on the first few users who happened to notice, rate and download it; a song that was #1 within one test ecosystem was bottom of the barrel in another." - Alex Carobus
Does this mean that in an alternate universe, indie hits like World of Goo & Braid would probably just rot in obscurity? - Rob Shillingsburg
Rob: I think we do have marketing signals in the indie game world. Jonathan Blow was writing in Game Developer magazine a long time ago. The Goo folk had a flash game and a blog before World of Goo came out. But it's likely that for all the indie games without marketing, the ones that are hits are probably somewhat random and not entirely merit-based. - Amit Patel
It could depend on how you use that public ratings system. There might be a difference between sorting all content by overall popularity and doing more nuanced collaborative filtering. - Seth
Reinforcement Concepts for Designers - http://www.eldergame.com/2009...
Infinite Caves, Infinite Stories - http://www.escapistmagazine.com/article...
Soundbytes from Protospiel and SIGGRAPH - http://teachingdesign.blogspot.com/2009...
A bunch of interesting insights. - Alex Carobus
What's Dungeons and Dragons? - http://www.joeabercrombie.com/2009...
Interesting point about the influence of CRPGs on the next generation of fantasy writers. - Alex Carobus
Tracking Player Progress using Google Analytics - http://philprogramming.blogspot.com/2009...
Dr. House and The Professor Who Played to Win - http://www.sirlin.net/blog...
Fascinating story (and analysis) of the consequences of "playing to win" in an MMO. - Alex Carobus
Game Design Essentials: 20 RPGs - http://www.gamasutra.com/view...
RPGs used to be so much more hard-core. Bring back perma-death! :) Best part: "It has reached the point where the mere act of spending time playing the game appears to give players the right to have their characters become more powerful. The obstacles that provide experience become simply an arbitrary wall to scale before more power is granted; this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to." - Alex Carobus
I was playing Zelda on the DS recently. I died. It sent me back to the beginning. I quit the game. It reminded me of so many old games that penalized me so much for making a mistake that I just quit. And even if I didn't quit, I became very conservative. I wouldn't try anything novel or interesting because it *might* kill me. The game's telling me “don't make any mistakes or else.” In... more... - Amit Patel
Good old times ... Do you remember Eric Fredricksen's 'experience quest' ? - Max
Progress Quest, you mean? I played that for hours! ;-) - Amit Patel
Shared Experiences vs. Algorithmic Content - http://www.zenofdesign.com/2009...
Interesting defense of handcrafted content vs. algorithmic content. I think the best point is that algorithmic content can often be more fun for the developer than the player. - Alex Carobus
Great post, and gave me a lot to think about. For story-based games, it's natural that you would have hand-written stories and quests; I think there's space for MMOs that are much less focused on stories. - Amit Patel
I do enjoy rare events in MMORPGs, especially when I know about them in advance and everyone can plan ahead and enjoy it together. I also think there are plenty of places to have algorithmic world simulation/generation within such a game, but maybe it has to be within a negative feedback loop that leads to cycles. For example, the classic wolf/rabbit feedback loop could work well in a persistent world. But positive feedback loops are much harder to fit into designer-written stories. - Amit Patel
I agree that "Illidan is dead, you must now try to kill Billidan" is pretty stupid. But I think you can do "if I kill it, it stays dead" in a much more intelligent fashion than Damion suggests. I'm not really interested in algorithmic triumphing over handcrafted per se; but I'd like dynamic to beat static. - Rob Shillingsburg
Before reading this post, I had been thinking that even in a story-based game, it seems that there are neat things that one can do with predator/prey and market-based approaches. Negative feedback loops can produce a variety of behaviors that all fall in some range. Two-class feedback (wolves and rabbits) are simple, but three-class (wolves, rabbits, grass) could lead to interesting... more... - Amit Patel
UC Berkeley StarCraft Class, Week 11 - http://www.sirlin.net/blog...
The depth of the strategy in professional StarCraft games is amazing. - Alex Carobus
I'm amazed that this class is not about the design of Starcraft, or the phenomenon of Starcraft, but actually how to play Starcraft - Rob Shillingsburg
Goddamn it, where was this class when I was in college! :) - Private Sanjeev
GameHalf Engine Testing - http://blog.wildshadow.com/wild_sh...
We are live! Come play GameHalf! - Rob Shillingsburg
Wow, Team Fortress 2 really, REALLY sucks now. - http://www.spoonyexperiment.com/2009...
Staying Current with Graphics Research - http://blog.wolfire.com/2009...
Gimme Indie Game: Derek Yu's Spelunky - http://www.offworld.com/2008...
AMD's 'Fusion' Could Power Cloud-Computer Gaming - http://blog.wired.com/games...
Design Principles from Tufte - http://blog.wolfire.com/2009...
What is your game design style? - http://lostgarden.com/2009...
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