Off to PAX

 Posted by (Visited 5190 times)  Game talk  Tagged with: , , ,
Aug 252015
 

PAX-Prime-Logo

I fly off to Seattle in a few hours, barring rain. It will be my first time ever at PAX, and I am looking forward to seeing what the hubbub is about. I will be carting some of my tabletop games with me, so if you run into me, ask about them and you may get to play one spontaneously.

I will also be talking twice. For those who haven’t noticed, there’s a little events widget on the sidebar now over to the right, listing upcoming speaking gigs. But I’ll try to be good and post about them on the blog too, since I have been neglecting it quite badly lately.

In any case, I’ll be talking at PAX Dev — for which there are apparently still tickets — giving the closing keynote. It’ll be on game grammar: Continue reading »

MMORPG.com interview

 Posted by (Visited 5846 times)  Game talk
Jul 152015
 

Wherein I whine in a most entitled way about people who want me to make games for them:

Something like 95% of the games I’ve done over the last 20 years has never been seen by the public at all. Puzzle games have been a key part of what I’ve done for a decade and a half, and only two of them were visible on Metaplace for a little while. Most players don’t know that has been a passion of mine for a long time and always has been a part of what I do. There just hasn’t been a way for them to get to market. So, sure, people think “this is what that person does,” but it’s because, well, that’s what happened to make it out the door. And MMOs happen to be what I was lucky enough to get paid to make…

Being 100% beholden to an audience and doing only what they expect of you can feel like a straitjacket…

Read more here!

Games affecting people

 Posted by (Visited 9340 times)  Game talk  Tagged with: , ,
Jun 302015
 

This comes up, especially in relation to questions about free speech. It comes up, in terms of working with compulsion loops some might term addictive. It comes, in terms of whether or not game designers worry about what they do.

The most common answer is “no,” likely because it’s an uncomfortable question people would rather not think about, or one that positions games as somehow an implicitly risky medium and vulnerable to censorship, or because of a disclaimer of responsibility embodied in the notion that we’re just providing entertainment and anything past that is the player’s problem. Sometimes there’s an implicit idea that mere entertainment cannot have any effect.

So do designers worry?

Yes. I have, personally.

Continue reading »

Game design vs UX design

 Posted by (Visited 37145 times)  Game talk  Tagged with: ,
Jun 292015
 

Short form: UX design is about removing problems from the user. Game design is about giving problems to the user.

In both cases you look at users’ cognitive reasoning and process capacity. And these days, we have UX designers on game teams, and they are incredibly valuable. But they are in a different discipline from game design.

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Games vs Sports

 Posted by (Visited 7609 times)  Game talk  Tagged with: , ,
Jun 222015
 

044515-glossy-black-icon-sports-hobbies-medalFrom a game design “formalist” point of view, they are not different. A rules-centric view of games doesn’t care whether the interface is computerized, mediated via apparatus, or physical, so it makes no distinction between computer chess and physical chess; similarly, it makes no distinction between the rules of, say, baseball, implemented within a computer or by players on a field. They’re both still recognizably baseball. You can diagram them; you can port the higher level rules between media; you can implement even a phsyical version with a ruleset that requires everyone to play on their knees, or in wheelchairs.

The major distinction arises with subgames and interfaces present within the rules. For example, baseball-the-sport makes use of extensive implementations of physics, thanks to the real world providing a very robust physics engine. It also has a very rich set of subgames regarding mastering the controls of the human physical body. Computerized baseball is relatively limited on that front, mostly requiring mastery of just your hands as they manipulate the controller.

Sports historically refers to physical games, but of course even many non-sport games have large physical components involving either strength or dexterity. Many children’s games, such as jacks and tiddlywinks immediately come to mind (not that jacks was always a children’s game…).

Continue reading »