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Oct
We are excited to re-read you the first of many of Joris Dormans Acedemic Papers on Game Design. The one delves deeply into the role that Mythology has played in traditional story telling and the importance it will play as well as how it is evolving for Modern Games.
Title: ‘The Hacker: New Mythical Content for Narrative Games’
Written by: Joris Dormans(www.jorisdormans.nl)
Re-Read aloud by: Ryan Wiancko on October 11th, 2010
Oct
We are more than please to present another Article by Daniel Cook that delves into the depth of Game Mechanics and how if we are truly able to understand and quantify them we will finally begin to unlock the true secrets of game design. With this understanding we can finally begin to unlock, with repeatable success, the true potential of our medium.
Title: ‘What are Game Mechanics’
Written by: Daniel Cook(www.lostgarden.com)
Re-Read aloud by: Ryan Wiancko on October 4th, 2010
Sep
So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me. That is mainly because of this new ‘Radiolab inspired’ style that I’m attempting here. I would love love love your feedback as for how I can improve this, what’s working and what isn’t.. So don’t be shy, leave a comment below and lay it on me!
Title: ‘The Road Not Taken – The How’s and Why’s of Interactive Fiction’Part 2
Written by: Jonas Smith(www.jonassmith.dk)
Re-Read aloud by: Ryan Wiancko on September 7th 2010
Sep
In this impressive article we take an incredibly indepth look at Interactive Fiction, outlining it’s roots and history as well as taking a serious acedemic look at not only it’s potential but more importantly the questions we need to begin asking before we can even start to understand it’s limitations and potential.
Title: ‘The Road Not Taken – The How’s and Why’s of Interactive Fiction’
Written by: Jonas Smith(www.jonassmith.dk)
Re-Read aloud by: Ryan Wiancko on September 26th, 2008
Sep
In this article we take a look at the emegence of cooperative gameplay in video games. How and when it came about but also some of the not so cooperative gaming styles that emmerged and consequentially had to be taken care of.
Title: ‘A Brief History of Co-Op in Multiplayer Games’
Written by: Jonas Smith(www.jonassmith.dk)
Re-Read aloud by: Ryan Wiancko on September 23rd, 2010
Jonas Smith - A brief history of Cooperation in Multiplayer Games Play Now | Play in Popup | Download (814)Sep
Another great article written by Mr. Fristrom on further streamlining your workflow as well as shaving months off of your development cycle. We go into some of his experience dealing with the dilema of reusing your old engine or making a new one.
Title: ‘Reuse and Replace’
Written by: Jamie Fristrom(www.gamedevblog.com)
Re-Read aloud by: Ryan Wiancko on September 22nd 2010
Sep
We are coming back to Jamie Fristroms ‘Manage in Strange Lands’ series with a two part article on Turn around time. While briefly touching on content development the bulk of this Article deals with compile times and programming oriented issues in speeding up your overall turnaround in order to avoid downtime and the loss of flow
Title: ‘Turn around Time’
Written by: Jamie Fristrom(www.gamedevblog.com)
Read aloud by: Ryan Wiancko on October 30th, 2008
Sep
In the second article written by Bruno Urbain we briefly look at one of the large oversights plaguing designers of DS titles. That of course being that there exist a whole strange mutant race of people(myself and Bruno included) that uses their left hand for day to day tasks instead of the right. While most feel that we should simply be shipped off to an island somewhere to re-enact lord of the flies the rest feel like there should be some consideration paid to those of us in the world that have gotten over being right handed
Title: ‘Designing DS for Lefties’
Written by: Bruno Urbain(www.bruno-urbain.com)
Re-Read aloud by: Ryan Wiancko on Sept 18th 2010
Sep
Our first Bruno-Urbain set starts off with an Article on Playtesting.As we dive into the heart of this well written piece we discuss pitfalls to avoid. We touch on areas such as how to prepare your team to best handle the criticism of their work and how to get the most of your playtesting team
Title: ’10 Tips on Playtesting’
Written by: Bruno Urbain(www.bruno-urbain.com)
Re-Read aloud by: Ryan Wiancko on September 17th 2010
Sep
We end this first series of 5 Daniel Cook articles The Chemistry of Game Design. This fat articles goes to ask the question ‘Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enlightened understanding of Chemistry unto the Gaming industry’ . The answer of course could help us create truly meaningful and masterfully created psychological experiences through gameplay. It could also be an understanding that allows your game to be one of the 4% of games that actually makes a profit, so instead of ‘flying blind‘ and hoping your features will make your product enjoyable take a lesson out of Daniel’s book and increase your chances by increasing your knowledge of your craft
