Difference between revisions of "Chadius: Game Design"
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===Sequels and Franchises=== | ===Sequels and Franchises=== | ||
[http://chadius.livejournal.com/14515.html Pains of a Franchise: Katamari Damacy] 3/20/06 | [http://chadius.livejournal.com/14515.html Pains of a Franchise: Katamari Damacy] 3/20/06 | ||
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+ | ===Pricing and Data Protection=== | ||
+ | [http://chadius.livejournal.com/15664.html Enticing people to play games] 4/18/06 |
Revision as of 12:50, 18 April 2006
Contents
Game Design
This section contains my nuggets of wisdom on game design. Many of these articles refer to my livejournal entries.
I have also written game reviews for the MIT Tech, my college newspaper. You can search through their articles.
Brainstorming
Your First Idea 4/21/05 (imported 12/05/05)
Elements of a good game 12/30/04 (imported 12/05/05)
Documentation
Design documents, whee! 12/25/05
Game Concept
Action-Centered Design 2/5/06
90 seconds or bust! 12/15/05
Toy, Story, or Contest? 11/30/05
Great games are hard to describe 11/26/05
Presentation
Dragon Quest 8 and localization 12/02/05
The Impact of Game Presentation 11/26/05
User Interface
80/20 rule and games 12/11/05
Challenge Design
Difficulty Adjustments in games 1/10/06
Action Games Boss Battles: Keep it interesting! 12/30/04 (Imported 12/07/05)
Bad games, good examples
My Non-rant of Megaman X6 (Old)
Metaissues
This covers issues outside the cartridge (or CD.) This has to do with business, software design, and developer happiness.
Sequels and Franchises
Pains of a Franchise: Katamari Damacy 3/20/06
Pricing and Data Protection
Enticing people to play games 4/18/06