Monthly Archives: January 2013

The Discomfort Zone: The Hidden Potential of Valve’s AI Director

left-4-dead-cornfield-small

Remember Left 4 Dead? It’s highly likely you do; its 2008 release was heralded with tons of fanfare and a $10 million marketing spend that showed Valve meant business. The push paid off – as of October 2012, the game,

Tagged with: , , , ,
Posted in game design, narrative

Is the World Ready for Game Criticism?

papa-yo-small

Maybe 2012 will be the year that games grew up. After all, it was the year that the Smithsonian presented The Art of Video Games, “one of the first exhibitions to explore the forty-year evolution of video games as an

Tagged with: , ,
Posted in future, new york, press

Preparing for the Next Big Games Controversy

oculus-small

In the wake of national tragedies, games are back in the spotlight as the scapegoat. And while it’s tiresome to once again be on the defense against clueless pundits slinging unwarranted blame in the name of higher ratings, there’s something

Tagged with: , , , ,
Posted in future, game design, press

Using Narrative and Gameplay Congruency to Enhance Meaningful Play

walking_dead_train_small

Everyone loves to talk about immersion in games. The act of submerging the player (or yourself) into a game world, impossible though it may be, remains an unobtainable goal that many developers strive for. But this pursuit is shortsighted –

Tagged with: , , , , , ,
Posted in game design, game dev tips, narrative

How Gamifying Blood Donations Can End the Shortage

blood donors

It’s a fact of the modern world that games are creeping into everyday life. Games and “gamified” applications (of varying levels of quality) follow us on phones, haunt our social networks and even sneak into public bathrooms, taunting would-be players

Tagged with: , , ,
Posted in game design, gamification