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Showing posts with the label Reading

Games Stories

Hey guys! Today I read an article on  What Every Game Developer Needs to Know about Story Overall it was an extremely good read and i would recommend, although some parts I got lost. Mainly cuz i'm extremely tired and sick :) enough of me complaining lets get into it! what was it about?  Story in games and why the hell is it so important. to show why?, the post takes a dive back in time to look at old formats of story and why they worked, in an effort to show us how to make them work for games a relatively new art form. The facts are the facts and funny enough if you look back (nice rhyming there) in time, the change from movie to games seemed really fucking strange and i am pretty sure some people laughed at the idea of movies/stories being shown through games, but you can flip that argument on its head because movies are just advancements of plays. The first attempt to make movies into stories absolutely failed. The camera was set up in the form of a viewer so f...

Games Decisions

Hey! Today's reading section dived deep into how to design a COZY game, Cozy? coziness refers to how strongly a game evokes the fantasy of safety abundance and softness. safety: a cozy game has an absence of danger and risk. nothing is high risk and nothing invokes loss or threat. abundance: all low level needs are being met such as food and shelter, providing space for work on higher needs. softness: cozy games have strong aesthetic signals that tell players they are in a low stress environment full of abundance and safety.  Cozy games are made to fulfill needs, play can be a form of safe practice, a desk worker who wont experience fighting off attackers could practice in a game to prepare him for the future. Cozy games give players space to deal with emotional and social maintenance. certain aspects that can negate coziness, -danger, fear, threat, -responsibility -phobias  -confinement -deception,betrayal,lies  Why make cozy...

Games GDD

I have just spent time reading 2 articles, on  design consideration and  The Early Stages of the Design Process GD D. These are both highly interesting writings and focus on board game startups with the do's and don'ts of board games, the design consideration teaches us small but very effective ways to improve on our board game designs such as color, rules, visuals and experience. part of this article speaks of the simplicity of making icons in your board game, certain games such as Drakon struggled as their coin icon closely resembled another icon within their game most interesting of all was the idea to add more game pieces then normal this is something that a lot of board games lack. for example a board game containing 55 cards should be shipped with maybe 65 an extra 10 just in case some go missing or get damaged. another important element was setting up a website for people to go to if they have queries about the rules of the game. The early stages of the desig...

Game Elements

Game Elements Upon reading: Formal Abstract Design Tools . I have compiled notes on what i read and what i found interesting, firstly,  what is a modern computer game made of: a modern computer game is made of technical disciplines which craft a players experience such as Design, Art, Audio, Levels, Code etc.. Games are always evolving but the most important thing for us as designers is to view other games as an experience to learn what works and to improve on what doesn't. when critiquing or reviewing others work it is not enough to just write "oh that was fun" or "oh this part was not fun".  in this article we learn about FADT (Formal Abstract Design Tools) which is an attempt to create a framework from which we can speak and describe games  in the post the writers says " Examining the phrase, we have: "formal," implying precise definition and the ability to explain it to someone else; "abstract," to emphasize the focus on u...