Blog Archives

How Elegy for a Dead World Coaxes Forth Creativity

Elegy for a Dead World

Writing is not the act of putting words on a page. It includes that, to be sure, but there is so much more to the process than simply creating the result. Your mind stretches and spaces out; thoughts drift away

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Posted in culture, game design, narrative

Reading Your Emotions: Secret Roadmap to Success

Mass Effect

Making games can be emotionally complicated. The joyous rush of creation, the ego-shattering freefall of disappointment when something doesn’t work out, the creeping sense of frustrated horror when searching for an elusive solution to some arcane design problem – game

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Posted in business, game dev tips

Tour Guides and Wanderers: The Replayable Narrative Dilemma

The Teylers Museum in the Netherlands.
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Posted in game design, narrative

Shipping Is a Muscle

Copies of Jason Rohrer's Diamond Trust of London.

Finishing things is hard. For all the brand new conveniences and leisure distractions available today, the harsh reality is that the world only values you for what you produce. This is largely true for game development – unless you’re backed

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Posted in game design, game dev tips, living

Particle Mace: The Space Game About Selflessness

Particle Mace in action.

Nothing can match the power of subtext. In almost any interaction between sentient beings, the things that go unsaid tend to be the most powerful. One reason for why this remains an innate human truth is the power of the

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Posted in culture, game design, interview

Monetizing Meaning in Games: The Mind Behind the Nexbit Craze

love couple

As far as game stars go, Eddie Rhodes comes across unusually blunt. Maybe the confidence came when his game attracted a following, became a cult hit, and starting making real money. Maybe it’s all a façade, carefully designed to fully

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Posted in game design

The New Frontier of Wonder in Games

skyrim-mountains

Everything is new. Everything is huge, and you’re so tiny. You don’t know how most things work, so even minute details of everyday things like spoons, light switches and cars seem like miracles. Over time you get bigger, and things

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Posted in future, game design, game dev tips

Honor Thy Player’s Time

The cinematics for the summon spells in Final Fantasy VIII caught flack for being unusually long as well as unskippable.

It’s a glorious Sunday morning. You stir and stretch in your bed, a mess of wonderfully soft sheets and covers. The whole day is open. Will you laze around for a bit more? Get up and go for a walk,

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Posted in game design, game dev tips

Can Games Rhyme?

The Elder Scrolls V: Skyrim - Dragonborn. (Photo: PlayerAttack)

Music, when soft voices die, Vibrates in the memory; Odours, when sweet violets sicken, Live within the sense they quicken. Rose leaves, when the rose is dead, Are heap’d for the belovèd’s bed; And so thy thoughts, when thou art

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Posted in game design, game dev tips, narrative

The Karaoke Rules of Game Development

Karaoke singers

The act of going to a karaoke bar is filled with more dramatic tension than you might think. The sheer amount of questions in play at any given time is intense: What will the next person sing? Will they do

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Posted in game design, game dev tips