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Please Vote
Jun
Lee Winder has written a great article detailing his experience over the years at Blitz Arcade with code review methods.. Which ones have worked the best at his company and which ones haven’t.
Title A: ‘Code Review Methods‘ – Original Article
Written by: Lee Winder (www.spreetree.net)
Read aloud by: Ryan Wiancko on June 21st, 2009
Jun
Today we are proud to present the first of what will be many audio articles taken out of David Perry‘s new Book: David Perry on Game Design: A Brainstorming ToolBox. I have taken bits and pieces from a condensed version of Chapter 4(What Publishers want) to bring to you some insight on how to get your game proposal taken seriously and who to take it to for the best results.
Title: “What Publishers Want” – Original Article
Book: David Perry on Game Design: A Brainstorming ToolBox
Written by: David Perry (www.dperry.com)
Read aloud by: Ryan Wiancko on June 19th, 2009
Jun
Soren Johnson takes u briefly into the mind of one of the great designers of our time. He’s had the pleasure of working along side Sid Meier for 7 years at Firaxis studios and today Soren shares some of ‘Sids Rules’ that he picked up during that time.
Title: “Sid’s Rules” – Original Article
Written by: Soren Johnson (www.designer-notes.com)
Read aloud by: Ryan Wiancko on June 17th, 2009
Jun
Chris Bateman takes us on another insightful trip down some of the deeper psychology behind fun and player enjoyment into games. Today we look at the theory of Logistical play, easily the most dominant play structure underlying video games. Logistical play, while being arguably the most commercially important play style is hardly understood at a level where it can be used purposefully to generate more fun and enjoyment of the user, which is why articles such as these are so important in increasing a games chances of becomming a hit.
Title: “Logistical Play“ – Original Article
Book: Beyond_Game_Design: Nine Steps Towards Creating Better Videogames
, by Charles River Media
Written by: Chris Bateman(www.ihobo.com)
Read aloud by: Ryan Wiancko on June 15th, 2009
Jun
Marek Bronstring is back with his second article for IB, this time going over the Paradox of choice. What dangers do we risk offering too much choice, or alternatively too little?
Title: “The Paradox of Choice“ – Original Article
Written by: Marek Bronstring(www.gameslol.com)
Read aloud by: Ryan Wiancko on June 12th, 2009
Jun
There’s always a fine line to walk between challenge, frustration and fun. Today Trent Polack holds our hands and walks that line with us as he discusses his thoughts on how to maintain that balance to keep your players coming back for more.
Title “Challenge in Games“ – Original Article
Written by: Trent Polack (www.polycat.net)
Read aloud by: Ryan Wiancko on June 10th, 2009
Jun
Jeff Vogel is back with a great thought-provoking piece on the sorry financial state of affairs in the Indie Game world. Are Indie developers being undercut, perhaps threatening this innovative and creative sector as costs continue to increase while sales prices continue to drop? Jeff thinks so and we’re here to find out what we can do about it!
Title “Indie Games should cost more“ – Original Article
Written by: Jeff Vogel (jeff-vogel.blogspot.com)
Company: Spiderweb Software
Read aloud by: Ryan Wiancko on June 8th, 2009
Jun
IB is happy to deliver the first of what will be many articles by Josh Sutphin. Today he talks about what he called Reactive Design and the challenges, as well as potential of taking the game off the rails and designing an engaging experience that allows the player to take ownership of their game.
Title: “Reactive Design“ – Original Article
Written by: Josh Sutphin(thirdhelix.wordpress.com)
Read aloud by: Ryan Wiancko on June 6th, 2009
Jun
Daniel Cook, if you haven’t noticed, is created an overall language which designers and developers alike can use to evaluate, discuss and plan the aspects of our craft that before now seemed to subjective or abstract to quantify in any way. He carries this trend on today as he breaks down the layers of game design and looks at the consequences of investing in each layer, more importantly what this means for the developer, the designer or the publisher
Title: “A practical definition of innovation“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on June 2nd, 2009
Jun
Jesper Juul has done it again, and by it I mean created another incredibly thought provoking article on a topic that is common throughout the game industry but never discussed in depth. Why do we have goals in games and what is the appeal and future of games without any goals at all?

















