Entries from The Asian Power Hour tagged with 'Design'

Monday Workshop 11/24/08: Online Design Part 2. East vs West Online Design with Special Guest Jeffrey Kaplan: Lead WoW Designer

Hello all! For the second Design for Online Games workshop next Monday (11/24/08), we will be covering Game Design and Business decisions in Western versus Eastern online games, an interesting topic that is becoming more and more prevalent. We...

Monday Workshop 11/3/08: Design Considerations for Online Games Part I

Hello all! I'm running the workshop next Monday on design for online based games. This covers not only MMORPGS, but general considerations for platforms like XBOX Live and Facebook and also games with online components, like FPS. This will...

The Remake Right: Bionic Commando Rearmed

When I was a wee little lad, I remember breaking my Nintendo controller in anger and frustration at one of the games I rented from the local video store. Two months later, after I had scraped together enough funds...

The myth of the "hardcore" game.

I had an interesting discussion with student fellow Harris today about the meaning of "hardcore" as it applies to games and gamers. This is what it really boiled down into: 1. The "hardcore" level of games are born from...

Cutscenes and Storytelling: MGS4 Thoughts

So after I beat Metal Gear Solid 4, I've been thinking and mulling over this topic for a while. Is the cutscene still the best way to tell a tightly woven narrative in games? But what about the interactivity,...

College of Dam Design and Technology Commercial - Hail to the Chimp Thoughts

So it's been a while since I've posted, and I'm gonna aim to make a change starting....now. That being said, I'm sure most people that watch TV even remotely aimed at the gamer community has seen these two commercials: Now,...

11 Lessons in Design from Blizzard

A little article I stumbled upon by J. Allen Brack of Blizzard on lessons in innovation that the team learned from the World of Warcraft. It's an interesting read, I've listed the 11 main points and linked the main...

The beginning of the MMMORPG (Massively Multiplayer Mobile Online Role Playing Game) era

OK. I know MMMO is a better term since RPGs aren't the only genre in this category, but hey, I had to make this title as long as possible. When I picked up a N-Gage QD way back in...

MMO Design: A look at death in virtual worlds

I was looking through my RSS feeds today when I saw this gem linked through Kotaku. It's a fairly interesting look at the concept of the death penalty in MMO design. While the article is well written, I don't...

Marketing the benefits of gaming (+ Endless Ocean plug)

I stumbled across something extremely intriguing while trying to figure out why my newly modded Wii refused to play a Japanese copy of Endless Ocean, a game that I've been looking forward to for ages, mostly because the title...

State of the Wii. Wii Fit and interface design.

Rather soon after it came out, I've been sort of an anti-Wii advocate. I truly believe that the future of gaming (in drawing in new players) lies in accessible interfaces and easily grasped gameplay. Easy to understand, but still...

Lionhead and the Language of New Games

Another interesting piece from Kotaku's Leipzeig coverage on Petey Molyneux's current design philosophy is. McWhertor sums this one up real good without dancing around the issue like the presentation apparently does. Lionhead Studios New Design Philosophy...

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