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Theory and Principles of Game Design

Amateur writings on game design.

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Theory and Principles of Game Design | gamedesigntheory.blogspot.com Reviews
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Amateur writings on game design.
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6 labels design principles
7 mechanics
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9 play to conceive
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principle,in their favor,posted by,adrian lopez,4 comments,labels design principles,mechanics,random numbers,play to conceive,example,will wright's simcity,no comments,narrative and consequences,narrative puzzles,10 comments,labels branching,consequences
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Theory and Principles of Game Design | gamedesigntheory.blogspot.com Reviews

https://gamedesigntheory.blogspot.com

Amateur writings on game design.

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1

Theory and Principles of Game Design: May 2008

http://gamedesigntheory.blogspot.com/2008_05_01_archive.html

Theory and Principles of Game Design. Amateur writings on game design. Thursday, May 15, 2008. Failure by Random Numbers. Ailure by random numbers. Subscribe to: Posts (Atom). View my complete profile. Other Game Design Blogs. Failure by Random Numbers. Awesome Inc. template. Powered by Blogger.

2

Theory and Principles of Game Design: Play to Conceive

http://gamedesigntheory.blogspot.com/2013/01/play-to-conceive.html

Theory and Principles of Game Design. Amateur writings on game design. Friday, January 04, 2013. Play without a purpose for new or better experiences. While playing, allow yourself to think of new mechanics or ways to improve the existing ones. Is there some mechanic that stands out as particularly fun or interesting? Could a seemingly unimportant mechanic be brought to the foreground? Is there something about the objects in the game that could make for a new and interesting mechanic? That game included ...

3

Theory and Principles of Game Design: October 2010

http://gamedesigntheory.blogspot.com/2010_10_01_archive.html

Theory and Principles of Game Design. Amateur writings on game design. Friday, October 15, 2010. The holy grail of narrative game design is a game with a carefully constructed narrative that players can influence to the same degree as their real lives. The goal is to have stories that are every bit as engaging as traditional narratives but created in such a way as to enable a rich variety of player experiences. Players should be offered meaningful choices. Is doing X a better choice than doing Y? What if...

4

Theory and Principles of Game Design: December 2014

http://gamedesigntheory.blogspot.com/2014_12_01_archive.html

Theory and Principles of Game Design. Amateur writings on game design. Wednesday, December 17, 2014. Don't think "random", think "statistics". Make die rolls random, but outcomes statistical. For battles and incorporate that into your game's mechanics. The outcome of the game is determined not by the act of rolling the dice or clicking a button, but by choices like how to move, when to attack, when to retreat, and when to upgrade. Subscribe to: Posts (Atom). View my complete profile.

5

Theory and Principles of Game Design: Divide Progress Into Discrete Units

http://gamedesigntheory.blogspot.com/2005/09/dividing-progress-into-discrete-units.html

Theory and Principles of Game Design. Amateur writings on game design. Thursday, April 19, 2007. Divide Progress Into Discrete Units. There are two kinds of failure in games. One kind of failure concerns the player's inability to satisfy a particular success condition. That nevertheless remains satisfiable, and another kind of failure takes place whenever the player encounters a particular failure condition. To the player's actions. Progress is defined as the act of moving forward toward a goal. That...

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EDGY | ChaosEdge

https://chaosedge.wordpress.com/2009/12/01/edgy

Help Us to Stop the Trademark Troll. December 1, 2009. So yes, Edge is on sale (as Edgy) and can be purchased here. To end this short article, it would be a shame to not poke a bit fun towards our Bowser of the trademark industry. Recently Develop Online published an article. That featured a statement from an Edge Games representative. The company took issue with the new name for Mobigame’s iPhone title, which was once called ‘Edge’ but then sold as ‘Edge by Mobigame’. Clearly, if Sony tried to use the m...

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Dreams | in-lusio

https://inlusio.wordpress.com/2011/02/17/dreams

February 17, 2011. It has been a while since my last post here, but I suddenly felt the urge to write…. Lately, I’ve been overwhelmed. I’ve been overwhelmed by a lot of things, by what’s happening in my personal life as well as what has happened in my professional life. I suddenly realized that I was overwhelmed when I was mindlessly browsing the net when I decided to go and have another look at our studio’s blog. They are all really trying to make their ambitions a reality. When I started this article I...

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Paladin Zero

http://www.paladinzero.com/index.html

I’m a computer programmer living in Puerto Rico. Huge fan of imagination and creativity. Interested in game design, game programming, and music. Learning flamenco guitar. Theory and Principles of Game Design. Personal website for Adrian Lopez, computer programmer.

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My Games | in-lusio

https://inlusio.wordpress.com/my-games

Complete overview of all released games I worked on. Delicious: Emily’s Wonder Wedding. Platform(s): PC (Episodic, Download), Mac (Episodic, Download), Online, iPad. Role(s): Lead Game Designer. Delicious: Emily’s Big Surprise. Role(s): Lead Game Designer. Delicious: Emily’s True Love. Platform(s): PC (Download), Mac (Download), Online, iPad, iPhone. Role(s): Lead Game Designer. Campfire Legends: The Last Act. Genre: Hidden Object / Adventure. Platform(s): PC (Download), Mac (Download). You are commentin...

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Inhuman Rights | Noeticus Prime

https://noeticus.wordpress.com/2007/04/01/inhuman-rights

Reflections and Speculation Over Computer Games Development. Artificial Intelligence and mad computers hell-bent on universal destruction, a good ole’ staple of sci-fi, and for some reason computer games and computer gaming tend to feature prominently when movies are made on the theme. Perhaps the first of its ilk, and. The seminal specimen, both feature computers dominating and threatening humanity by playing computer games – I can’t help but loving it! Why is it that the online revolution, among other ...

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Late on the bandwagon | Noeticus Prime

https://noeticus.wordpress.com/2007/03/23/late-on-the-bandwagon

Reflections and Speculation Over Computer Games Development. Late on the bandwagon. Since I’m of the habit of making notes for myself, perhaps as an subconscious realisation that I’m going increasingly bonkers, I might as well tell myself that I’m thinking about starting blogging. As if the blogosphere isn’t already starting to get overcrowded enough by all the fascinating not to forget. Poetry bringing illumination to the intellectually and high-culturally impoverished ‘net. Date : March 23, 2007. Kloon...

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The Bare Essentials of Game Design | Noeticus Prime

https://noeticus.wordpress.com/2007/09/13/indie-game-watch-i-the-bare-essentials

Reflections and Speculation Over Computer Games Development. The Bare Essentials of Game Design. Indie Game Watch I. In the “Indie Game Watch” column I will talk about indie games I consider remarkable, or otherwise deserving of extra attention. In this post I’d like to mention two games -tow absolute reductions- that have done this: the real-time strategy reduction Galcon. A stellar game of epic scope fitting on one screen- and the turn-based strategy game Oasis. In 100 tiles per map! Fill in your detai...

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About | Noeticus Prime

https://noeticus.wordpress.com/about

Reflections and Speculation Over Computer Games Development. Noeticus Prime is a blog for discussions about computer games evolution, computer game design and programming, and the state of the games industry and indie development. Practical, pragmatical and anecdotal posts will appear, but there will be a slight bias to theoretical, speculative and academic topics. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public).

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MOBILE GAMES, IPHONE APPLICATIONS, COMPUTER GAMES, GAME DEVELOPMENT TRAINING , http:/ www.gamedesignteam.com. Potentials of the Game Industry and the Future Scope. All the gamers, non-gamers and game-lovers! I know that you love to play those games. But if I ask you what does ‘Game’ mean,. Chances are there that you’ll laugh at me. But this casual laugh will defuse the glory of the bunch of creative people who make the games for you. A Game is a bunch of specialized applications. Yeah They do. Games ...

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Gamedesignteam is best Game Development India Company, approach to game development involves focusing on the player, keep the game exciting, drive it through an excellent storyline, power it through mind blowing graphics, and adorn it with synchronous background music and sound FX more. Exciting, Interactive and well-balanced game play. Crisp, uncluttered user interfaces. Outsourcing Game Development India. At gamedesignteam, we offer our expertise in developing the following types of games:.

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Mobile Game Design Documents, Templates, Resources and Guides

Hidden div for @font-face preloading. IPhone Game Design Documents. This template will save you $ $! Supplemental resources to help you understand the business. See what you'll get in the GDT package. Who is the team behind the Game Design Template? Game Design Template Real Use Guarantee. The Roadmap to Building Amazing Mobile Games. Introducing the Premium Game Design Template. Sign up for some of. IOS Tips and Tricks. Will keep you from being a profitable developer. And youʼre right, it could be you&#...

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Theory and Principles of Game Design

Theory and Principles of Game Design. Amateur writings on game design. Wednesday, December 17, 2014. Don't think "random", think "statistics". Make die rolls random, but outcomes statistical. For battles and incorporate that into your game's mechanics. The outcome of the game is determined not by the act of rolling the dice or clicking a button, but by choices like how to move, when to attack, when to retreat, and when to upgrade. Friday, January 04, 2013. While playing, allow yourself to think of new me...

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Game Design Theory - Veronica Zammitto

Game Design Theory – Veronica Zammitto. Montreal International Game Summit 2010. December 21, 2010 at 12:12 pm ( Uncategorized. In November 2010 it took place another edition of the Montreal International Game Summit. And it was a great event. There was a good variation of talks covering different aspects of gaming:. The first keynote was Ed Fries. Click on the link to play it). It’s a version of Halo that he wrote for running on an Atari 2600. Lastly, Todd mentioned that leaderboards shouldn’t be kept f...

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Game On! Lab | The Gamification Hub

Lab The Gamification Hub.

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Tools for Game Design

Friday, May 31, 2013. 2CaT: A Framework for Applied Game Design. I was rummaging through my files and came across this outdated paper that I never published and thought I would place it HERE. This represents one my earliest attempts to create a what I now call the 2CaT (content, context and transfer) model which forms an important part of my Applied Game Design scope model. I have used this method since 2006 to good effect in the design and development of both entertainment and serious games. There are s...

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Game Design Top Secret | gamedesigntopsecret.com