Game Design

Epic Games is no longer actively developing Unreal Tournament

Social/Online Games - Gamasutra - 5 December 2018 - 10:45am

After doubling down on Fortnite's ongoing development earlier this year, Epic head Tim Sweeney has now confirmed that the game is no longer being actively developed at the company. ...

Categories: Game Theory & Design

How Enemy AI works in Dicey Dungeons - by Terry Cavanagh

Gamasutra.com Blogs - 5 December 2018 - 6:25am
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Categories: Game Theory & Design

Moonlighting for IGF 2019 - by Jason Blackford

Gamasutra.com Blogs - 5 December 2018 - 5:34am
Descent of Man (DoM) is an indie game submitted to the Independent Game Festival 2019 competition. Learn more about the game and the team making it.
Categories: Game Theory & Design

Rolling a Ball: Harder Than You Thought (part 2) - by Nathaniel Ferguson

Gamasutra.com Blogs - 5 December 2018 - 5:33am
When creating the game Rollossus, I ran into more trouble than I thought trying to reach satisfying ball movement. This three-part blog series walks people through the issues I ran into and the solutions I found.
Categories: Game Theory & Design

Troy’s Crock Pot: Don’t forget the unicorns

Gnome Stew - 5 December 2018 - 12:01am

So, both as a designer and as a player I prefer fantasy roleplaying games that have a slightly darker backdrop than, say, the Forgotten Realms, which retains its hopeful outlook at all times.

(Not that FR isn’t awesome — I spend a lot of time there — though I usually turn the dial on the darkness setting higher than what appears on the page).

The pseudo-European backdrop of my homebrew setting Steffenhold is a dark fantasy reflection of the pre-Renaissance period.

And Kobold Press’ Midgard, which is steeped in Slavic legends and folklore, filled with imposing ghoul-stocked forests and tricksy gods who never reveal their motivations nor true selves, fits in my wheelhouse.

I’m also up for most Gothic-inspired horror. Baron von Strahd and Count Dracula are fearsome adversaries — plenty of room for heroics in an otherwise ink- and blood-stained milieu.

With that out of the way, however, I’d suggest that gamemasters not forgot that they should always make room for unicorns — or some other symbol of hope — in their fantasy adventures. Let a little sparkling light pierce the darkness.

I use unicorns as an example simply because in film and literature, unicorns were used to good effect in both The Last Unicorn and Legend. In war-torn lands troll- and goblin-filled, the mythical equine beast represents chastity and fidelity, an enduring quality that gives hope to good-hearted folk that they may yet triumph over oppression and tyranny.

But, of course, the maiden’s lure need not be the only bright light in your setting. Consider salting your universe with any of these options if you feel unicorns are a tad to cliche.

Dog. The “master’s hound” has represented fidelity and obedience for centuries, but was a powerful symbol during the middle ages. Dogs of great heroes have been recorded in many legends, King Arthur’s favorite hound was Cavall, and Ulysses’s dog was Argos — who recognized his master from his return from Troy and then died of joy. In fantasy gaming, a hound archon is one of the great celestials.

Elephant. A Danish order of knighthood that once consisted of 30 knights. Although a “white elephant” carries the connotation of a burden, the King of the White Elephant was a title born by the great king of Ava (Myanmar).

Griffin. The offspring of two creatures said to be of noble heritage, the lion and the eagle, the griffin represents valor and magnanimity. The griffin also guards sacred treasures.

Phoenix. This magical beast represents resurrection, a powerful symbol in both ancient times and in the middle ages. The creature also has an association with alchemy.

Serpent. Turning the Semitic/Christian connotation of the tempter on its head, adopt the other characteristics of the serpent — eternal, healing, wise and spiritual guardian — instead. Probably best represented as a coatl, symbol of the Aztec winged serpent Quetzalcoatl.

 

 

 

Categories: Game Theory & Design

PUBG Mobile grabs Best Game in 2018 Google Play Awards

Social/Online Games - Gamasutra - 4 December 2018 - 12:31pm

Google Play has announced its Best Apps of 2018, a list that includes a good number of mobile games released on Android this year. ...

Categories: Game Theory & Design

Valve's Steam Link app lands on Raspberry Pi

Social/Online Games - Gamasutra - 4 December 2018 - 11:45am

Valve has rolled out Raspberry Pi support for its Steam Link app in beta, allowing anyone with access to the microcomputer the ability to remotely tap into an instance of Steam on another machine. ...

Categories: Game Theory & Design

Get an inside look at the making of Destiny 2: Forsaken at GDC 2019

Social/Online Games - Gamasutra - 4 December 2018 - 10:13am

Bungie recently released a big overhaul to its biggest game yet with Destiny 2: Forsaken, and at next year's Game Developers Conference you'll get a frontrow seat to see how they pulled it off. ...

Categories: Game Theory & Design

GDC 2019's new Game Discoverability Day will help you get your game noticed!

Social/Online Games - Gamasutra - 4 December 2018 - 9:02am

Next year's Game Developers Conference will debut a special Game Discoverability Day, a full day of talks discussing practical case studies and strategies for devs to get their games noticed. ...

Categories: Game Theory & Design

Your Inner Fish That Wants to Play: What Anthropology Has to Say about Games - by Sergei Anankin

Gamasutra.com Blogs - 4 December 2018 - 6:37am
A personal inquiry into anthropological reasons of playing in an attempt to derive some game design suggestions from our inherited desires, needs and behaviors.
Categories: Game Theory & Design

The Design Lessons Designers Fail to Learn From Dark Souls - by Josh Bycer

Gamasutra.com Blogs - 4 December 2018 - 6:31am
The success of Dark Souls has spawned many imitators, and for today's post, we're going to look at the common elements people get wrong when analyzing Souls-Like design.
Categories: Game Theory & Design

How Enemy AI works in Dicey Dungeons - by Terry Cavanagh

Gamasutra.com Blogs - 4 December 2018 - 6:09am
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Categories: Game Theory & Design

Advanced Designers & Dragons: Designers & Dragons Next — Fantasy Flight Games: 2004-Present

RPGNet - 4 December 2018 - 12:00am
A more in-depth look at Fantasy Flight Games over the last decade.
Categories: Game Theory & Design

Video: Designing UX for board games

Social/Online Games - Gamasutra - 3 December 2018 - 3:22pm

In this GDC 2018 session, Foxtrot Games' Randy Hoyt explores the many details that board game publishers and producers consider when turning solid game prototypes into great product experiences. ...

Categories: Game Theory & Design

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