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Nov 27

Designer Weekly.

Good god how is it Tuesday. Busy is as Busy does. Well here’s the designer weekly :)

 

Games are 100% user experience. This sideways take on it will likely draw some parallels to what you’re doing now.

 

“Be quick to do good. If you are slow, the mind, delighting in mischief, will catch you.”

- Buddha

 

I love this graph. There are no constants in this industry. Not reacting to change will hurt you bad http://t.co/iImVA75E -@?

Fascinating. [My apologies to the original tweep that sent this out, I can't seem to find who that was].

 

“I have good news and bad news. The good news is that I don’t actually have any bad news”

- @Notch

 

Games don’t need saving

An insightful take on gamers, developers and motivations. As mentioned previously, I’m watching the kickstarted scene closely and 2013 is going to make some interesting waves in the industry pond.

 

“How to make good games: 1. Have reasonably good taste. 2. Work your ass off. Not doing one of these results in a tragic case.”

- @Seagaia2

 

The subject of storytelling to children fascinates me. Yes, true, it’s an audience that is unique and fractured, but then I always think ‘hang on, that’s true of all storytelling & the audience’. What these articles usually feel like is ‘a lot of people get storytelling to kids wrong and here’s why’. Could just be me I suppose. RTD and Moffat talk a lot about the writers challenge of making a great story for a wide audience; making it emotionally resonant but not to alienate (punny but true) younger viewers.

 

Why we play

I could read psychology & game articles all day. :D

 

Why I gave up on the term ‘Free to Play’

As always, Daniel Cook talks up some sense.

 

What they don’t tell you about being a game developer

Well, actually, many of these things are out there in the hivemind archive of the internet, but that’s not the point :) Always nice to see a good breakdown.

 

image by apparena