Tag Archive for 'game design'

Girl Play Spaces

I am reading Pikachu’s Global Adventure Girl Play Spaces right now at work (yes I have time ample time to read at work), and the beginning of it discusses Henry Jenkins’ whole spiel on games as virtual play spaces. Basically this says that games act in the way that the world used to for children, but no longer does due to the lack of space to house these natural activities. I don’t think Jenkins is wrong in this either.
Continue reading ‘Girl Play Spaces’

If it were my MMO

In the spirit of my recent design thoughts, I’ve started to think of what features I would put into an MMO if I were the designer. This list is far from complete, however, I thought I’d give it a go:

Continue reading ‘If it were my MMO’

Thoughts on Ultima Online

Thinking back on Ultima Online this last Monday (as small a thought as that was in that particular article), made me want to reminisce with the game. Many call it the first MMO, but really it wasn’t, there were many before it. Certainly it went much bigger than others before it, being the first to go to 10,000 players per server, and still remains one of only two or three to have that distinguishing accomplishment. If you consider this game to be the start of the MMO genre, it may very well be one of the only games there, sorry WoW & EQ with your 3k servers, you don’t come close.

Continue reading ‘Thoughts on Ultima Online’

Is This Game Fun?

This article that I wrote last Saturday got me wondering on how you could make this type of event a video game. The inherent problem with any game which tackles a real life issue is that invariable anyone would eventually ask “Well what fun would that be?” The reason for this is that the base of every video game is that of having fun. When designers first think of ideas for games, they ask themselves how this would be fun. When developers test the game, they ask if it is fun. And if it isn’t, it is often trashed in favor of something that is.

Continue reading ‘Is This Game Fun?’

Hard Time Finding Topics

With work taking up much of my time, not being able to play games as much (in particular MMOs), and me not thinking about random events of the world as often; I’m finding it difficult to figure out what to talk about here. I think part of the problem is that this really is a dead time for the video games industry. This is for a few reasons…

Continue reading ‘Hard Time Finding Topics’

Landmarks in Games

Last night I realized that I never finished Zelda: Wind Waker and I got to think of why that was. I really loved the game for a lot of reasons. But in the end I just couldn’t bring myself to finish it. I started to realize that the issue laid in the fact that I got frustrated with trying to figure out where things were.

Continue reading ‘Landmarks in Games’

Innovation vs. Immitation

While in a discussion last year with one of my professors, Kurt Squire, we got into a minor discussion about how it doesn’t necessarily pay off to be the innovator in any particular way. The example he used was largely Apple. The Apple computers have ALWAYS been far more innovative than the competition. They were from the onset, and they still are ahead of Microsoft’s game in many fashions. Microsoft meanwhile imitates these ideas and somehow manages to make a larger profit on them than Apple was able to in the first place.
Continue reading ‘Innovation vs. Immitation’