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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

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Rating: 10.0/10 (1 vote cast)

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

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Rating: 10.0/10 (3 votes cast)

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

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Rating: 10.0/10 (1 vote cast)

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

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Rating: 9.0/10 (1 vote cast)

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

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Rating: 10.0/10 (2 votes cast)

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

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Rating: 0.0/10 (0 votes cast)

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

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Rating: 6.5/10 (2 votes cast)

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

Title: ‘The Chemistry of Game Design’

Written by: Daniel Cook ()

Read aloud by: Re-Ryan Wiancko on September 16th 2010

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Rating: 8.8/10 (4 votes cast)

Sep

In the 4th Article by Daniel Cook we talk about the underlying Value of Games and Debunk the theory that games are no more than a collection of Spreadsheets and Mathematics.  But how much more can they truly be?

Title: ‘Millions of Peaches – The Value of Games’

Written by: Daniel Cook (www.lostgarden.com)

Re-Read aloud by: Ryan Wiancko on September 15th 2010

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Rating: 10.0/10 (1 vote cast)
Post tags:

Sep

We are pleased to present the 3rd Article from Daniel Cook titled “What actitivies can be turned into games?. In this article we take a look at the emergence of alternate activies being turned into video games(wii fit for example) and talk about what could possible be in store in this area of game development

Title: ‘What actitivies can be turned into games?’

Written by: Daniel Cook (www.lostgarden.com)

Re-Read aloud by: Ryan Wiancko on September 13th 2010

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Rating: 8.5/10 (2 votes cast)
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