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Tag Archive 'game design'

Instant matter-disintegration-and-reintegration Teleportation: The ability to instantly transfer matter from one location to another without actually ever moving in the space between those two locations. Scientists have been chasing this dream for decades, and Science-Fiction writers and/or movie directors have been using it as a plot-device and/or a generic method of transportation for even longer. [...]

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This is the third installment in a series of posts I’ll be making about The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I [...]

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This is the second installment in a series of posts I’ll be making about The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I really feel like it. In this, Part II of the series, I’ll concentrate on the following law:
Modes of expression

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On the 1st of March, Danc (Daniel Cook) posted a very interesting entry in his Lost Garden-blog about game design styles. He lists a number of different styles he has observed in game designers, then describes his own definitions of what each style consists of and what shortcomings/limitations it may have.

The styles he listed:
Copycat: make a game like another game that is interesting.
Experience: Make a distinct moment of game play that looks and feels interesting.
Narrative: Make a story that is interesting
World: Make a place or world that is interesting
Systems: Make systems and objects that are interesting.
Player Skills: Make verbs for the player that are interesting.

He ends his article with a couple of questions, one of which I’ll tackle here:
What style of game designer are you? Do you fit into one of these approaches?

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This is the first installment in a series of posts I’ll be making about Raph Koster’s The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I really feel like it.

In this, Part I of the series, I’ll concentrate on the following law:
Design Rules

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I’ve been challenged to a duel!

Last Friday I apparently agreed to enter into a “blogging-duel” with a co-worker of mine, Babak Kaveh. This duel only has one rule: Whoever posts the most words related to game-design or game-development over the course of a single month (the deadline is at 14:35 pm on the 20th of March) will win a free [...]

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