... There is some "game design theory" for tabletop RPGs that includes elements of Game (contest), World (similation), and Story (narrative). It would take a...
... Yes I have attributed {G, N, S} theory ala Ron Edwards. http://en.wikipedia.org/wiki/GNS_Theory The difference is I'm applying it to all games, and...
... The big deal about the Germs part was that big old-world cities were disease-incubators, and when the old world contacted the new, diseases the old had...
... It's still a general-purpose language where you have to learn a few fundamental programming concepts. Not necessarily hard, but somewhat of a barrier. I...
... Is dumbing things down even further for artists a good idea, strategically speaking? Might be better to require them to learn some Python. Cheers, Brandon...
ÿ ... And, uuh, *that* became depressing because I really didn't feel like I was advancing with any kind of a concrete goal in mind. So I decided I must...
... UnrealScript's been a pretty big benefit to the engine itself - there's a definite difference in working with Unreal and its early contemporaries, and even...
My next door neighbor is interested in learning to program. I figure a sensible approach would be for him to mod a game, where the modding language is Lua....
... http://en.wikipedia.org/wiki/Lua_(programming_language) Scroll down to Applications and pick one. The biggest one is probably World of Warcraft, since...
I had a minor epiphany about my tendency to play way too much Freeciv or Wesnoth, and not enough time coding or making the next "wonder game." Historically, I...
... So far I've thought of 2: - the tedious grinding RPG level-up problem - the unit pushing problem, when too many units are produced ... What I mean by that...
I wish I could remember the source, but I recall an essay on game design somewhere that addressed this, noting that some games fail by trying to revolutionize...
... Oh, come on. Don't want grinding? Don't put it in your game. Don't want unit pushing? Don't put it in your game. It's that simple. There are plenty of...
... I know many people who consider it negative feedback. A big problem. Unlike many gamers, we end up concluding that World of Warcraft sucks. I think it...
... Ok, name one? We might be arguing definitions. ... Because they have few units. Which limits what they can simulate. You may consider this an advantage,...
... My current thoughts about the "problem": - People stay engaged to a game, and reach a flow state, because they are performing a mental task. - It can be an...
I've been thinking a lot about designing such a game lately (and I'm an INTP, so I'll probably just forget about it before taking any actual action, but anyway...
... Gagh I hate that word! It never explains why so-called immersion occurs. Some people coo about graphics. Others coo about audio. They never explain why...
... Immersion as I understand it refers to a game's ability to make you feel you're really a character `immersed` in its fictional universe. Why being given...
... "Obvious" is not one of my favorite words either. What's so obvious about it? Does your character have an arc, does it change at all? Otherwise being 1...
TIGSource suggestion: "Indie advocacy and legal resources like boilerplate licensing and contracts for allowing sites and stores to sell one's games might be a...
http://www.eyezmaze.com/grow/RPG/index.html On the one hand, I'm fascinated that an Adventure RPG can be compressed into such a small state machine. 8 turns...
The goal seemed pretty straightforward to me - get everything to max level by placing them in the correct order. Using the summary of the level of each item...
... Yeah, the compression characteristics and the revealed phenomena are what's interesting about it. Like that things unfold completely differently if the...