Monthly Archives: February 2013

Fighting Indecision (And So Much More) with Games

Games are powerful things. They can be compelling, addictive or entertaining; they can leave you with experiences that stay with you and become a part of your identity. There’s an entire subset of games focused on harnessing this power to

Posted in game design Tagged with: , ,

The Lasers of Renga: Telling Stories with 100 Protagonists

For the New York City game scene, IndieCade East was a milestone. Never before had an event mobilized all the disparate groups in NYC’s game community, gathering academics and students, indie developers, experimental designers and regular people just interested in

Posted in future, game design, narrative, new york Tagged with: , , , ,

In Search of Meditative Games

Fun in games is under attack. OK, maybe not under attack, but it’s definitely getting elbowed in the ribs. David Cage wants to see the industry using mature themes to deliver games with intent; Jane McGonigal wants to add 10

Posted in game design Tagged with: , ,

Staying Creative in a Franchise World: The Darryl Principle

It’s so easy to bellyache about the lack of innovation in mainstream games, and even easier to praise the constant flow of quirky, experimental indies that try (at varying levels) to innovate with new gameplay wrinkles and ideas. For developers

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