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Designing Happiness In a thought-provoking article, Page 44 Studios (Freekstyle) designer Lorenzo Wang looks at recent research on happiness, and the six key findings that can help us all make better games.
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Fun Instinct Game designers have to understand "fun" on a few levels. For one, they need to be able to verbalize what they find fun about a particular game, task, or challenge. They also need to have an intuitive sense about what will be fun for players before a game is even prototyped. I call this sense the "fun instinct," and if you don't think you were born with a strong instinct for fun, never fear. You can actually cultivate your own fun instinct.
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Iterative Design One word you'll hear tossed around all the time in the game industry is "iterative."
It's a seemingly innocuous little word -- so are its other forms: iterate, iteration, and in code, iterator. Nevertheless, it's become increasingly necessary for modern game developers to understand the importance of the iterative process and to realize how this catchall term denotes the general progression of design and implementation in a major game studio.
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Nine Structural Subsystems of Any Game A game can be thought of as a system (as in "systems analysis", for the computationally inclined). What I'm trying to achieve here is a list of the fundamental sub-systems that are necessarily a part of any game (excluding sports such as baseball or swimming). This list may help inexperienced designers, because if they think about all nine of these systems as they rough out their game, this will help them conceptualize and arrive at a playable idea.
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Tao of Game Design What's the point of designing games? Veteran educator and designer Ernest Adams examines the concepts of fun, enjoyment, and personal fulfillment to reveal the key, uplifting tenets of game creation.
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Three Novice Mistakes in Game Design Over the past few years teaching game and simulation programming at DeVry University, I've noticed a handful of design mistakes that entry-level students make over and over again. And that's fine. Putting together a solid design for a game is difficult. It requires experience, deep critical thought, and extensive testing, among other things.
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Dragon Speech At the 1992 CGDC, Chris Crawford gave "The Dragon Speech", which he considers "the finest speech of [his] life". Throughout the speech, he used a dragon as a metaphor for video games as a medium of artistic expression. He declared that he and the video game industry were working "at cross purposes", with the industry focusing heavily on "depth", when Crawford wanted more "breadth": to explore new horizons rather than merely furthering what has already been explored. He arrived at the conclusion that he must leave the gaming industry in order to pursue this dream.
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David Perry: Will videogames become better than life? Game designer David Perry says tomorrow's videogames will be more than mere fun to the next generation of gamers. They'll be lush, complex, emotional experiences -- more involving and meaningful to some than real life.
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Will Wright: Toys that make worlds In a friendly, high-speed presentation, Will Wright demos his newest game, Spore, which promises to dazzle users even more than his previous masterpieces.
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10 Game Design Process Pitfalls Game designer Fisch looks into the process of making games, suggesting the ten biggest reasons why a game's production doesn't end up working out quite as hoped, and possible fixes for those issues.
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