Game Design

  • Game Design,  Personal Opinion

    Why I stopped playing online FPSs

    I can’t wait for Team Fortress 2. Not just because Team Fortress Classic was the first (and only) game I played online in a clan (team FuS ftw!) and not just because it was superbly balanced (when various exploits were…

  • Game Design,  Personal Opinion

    A little slice of reality

    Like 2/3 of PC or XBOX 360 owners, I'm playing BioShock at the moment. I'm not going to review it or anything, other than to say I'm having fantastic fun apart from the occasional and rather severe System Shock 2…

  • Game Design,  Personal Opinion

    “Explicit” games

    The player moves carefully through the undergrowth, but there seem to be no enemies nearby. Suddenly the sky lights up a ghastly green as a bright globule of light pierces the evening sky. A sound like a thousand horses screaming…

  • Game Design

    Control… interrupted.

    Been evaluating a game recently and it really makes you realise how important the little things are. Also makes you realise that it is almost impossible to think of everything in one go – don't think the first draft of…

  • Game Design

    Learn to love your level designers!

    There is no element that goes into creating a game that is so dependant on the people doing it as level design. Yes the programmers have to make the game work as you intend it to: movement systems, combat systems,…

  • Game Design

    Theory of Fun

    If there is one book on games design or games theory you must read it is “A Theory of Fun for games design” by Raph Koster. I got the final one from Amazon last week (sorry) and read it in…

  • Game Design,  Personal Opinion

    “Save me!”

    Saves in games can be a thorny issue. If implemented well, no-one notices them. If implemented badly or even (forbid!) incorrectly then the whole internet explodes in your face. And not in a pleasant way. I'm not going to get…

  • Game Design

    When is a spike not a spike?

    It's often impossible to predict whether a set of variables (player max health, highest available weapon level damage etc.) at a specific point in a game mission will be enough to get past a certain obstacle. As the lead designer…