Game Design

New Winter Bolt Action Releases Available From Warlord Games

Tabletop Gaming News - 30 April 2018 - 7:00am
Here in the Northern Hemisphere, it’s getting warmer and warmer as the days go by. But, eventually, it’ll start heading the other direction and cold will once more set in. Any army out in the field must be prepared for that eventuality, lest their troops simply freeze out in the field. Warlord Games is now […]
Categories: Game Theory & Design

New Idoneth Deepkin, Necromunda, and Blood Bowl Figures Available From Games Workshop

Tabletop Gaming News - 30 April 2018 - 6:00am
Games Workshop’s hitting a bit of everything with this week’s pre-orders over in their shop. There’s some new Idoneth Deepkin heroes to fill out your army. There’s a new book for Necromunda, as well as a new gang. There’s also a new Chaos Blood Bowl team. And dice. There’s also lots of dice. – An […]
Categories: Game Theory & Design

Gnome Stew Welcomes Camdon Wright!

Gnome Stew - 30 April 2018 - 5:00am


We’re super excited to announce a new Staff Writer here at Gnome Stew – Camdon Wright! We’re going to let Camdon say hey in his own words, and you’ve probably read some in the guest posts he’s done himself or with other gnomes or from some of his most recent work like One Child’s Heart or Madness and Desire.  Join us in welcoming Camdon!
– John Arcadian, Head Gnome Who Can’t Think Of  Witty Tagline Right Now

Hi everyone! I’m Camdon Wright and I’m currently living in Westminster, Colorado. In this wonderland of thin air and plentiful sunshine I create games, tend to my children, and ride motorcycles as often as possible. I do my best to be honest with my words and vulnerable with my emotions. My mother is an immigrant from Ethiopia who moved to the United States when she was a teenager to go to high school. My father was born in Arizona and is of German heritage.

I’ve been reading TTRPG books since the late 70s but didn’t actually get to play anything until the mid-80s. I’ve made money writing ad copy, grants, website copy, and anything else people would pay me to do. Haikus, game adventures, and half-finished short stories dominated my personal writing projects. In the last year I’ve really committed myself to game design; pushing forward projects that I love.

I’ve found my best friends at a gaming table. I learned to speak from my heart and embrace the truth of others while telling imaginary stories. The family of my choosing that I discovered while gaming fought for me, told me I was worth loving, and reflected the best parts of me so that I could see them too. When I say that I love games I mean it from the deepest part of my heart. People make the hobby and people will be the reason it survives into the next generation.

I’m looking forward to bringing my voice to the chorus of amazing writers already at Gnome Stew. As a biracial man I feel like I can add a different perspective to the conversation about TTRPGs. It is my firm belief that inclusivity and representation must be at the foundation of the gaming world as we move forward. That won’t happen by accident so I work to challenge expectations in gaming culture. I support LGBTQ+, women, and people of color on their journey and include them in mine.

TLDR: There’s a new Gnome in town. I came here to write blog posts, feel emotions, and eat the stew. I’m all out of stew.

Categories: Game Theory & Design

Are immersive simulations the final frontier? - by Colm McAndrews

Gamasutra.com Blogs - 30 April 2018 - 3:19am
Should divided genres still exist, or should videogames be, or at least aim for complete simulations?
Categories: Game Theory & Design

How Learning Games Get Funded - by Wick Perry

Gamasutra.com Blogs - 30 April 2018 - 3:18am
While working on my neuroscience simulator, I ran up against that eternal question: "how do I get paid?" — I interviewed a handful of very smart developers working in educational games & assembled a comprehensive list of funding avenues.
Categories: Game Theory & Design

Atari VCS: Dragonstomper - by John Harris

Gamasutra.com Blogs - 30 April 2018 - 3:17am
Another excerpt from the VCS book, this one covers the early RPG Dragonstomper, which has some amazing features for 1982! Anyone interested in the early history of CRPGs needs to take a look at it.
Categories: Game Theory & Design

Six Days in Fallujah Campaign - by Nathan Cheever

Gamasutra.com Blogs - 30 April 2018 - 3:17am
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.
Categories: Game Theory & Design

A Final MDA Analysis of The Quiet Sleep - by Nikhil Murthy

Gamasutra.com Blogs - 30 April 2018 - 3:16am
I go over the features of The Quiet Sleep and how they work towards my desired aesthetics for the game.
Categories: Game Theory & Design

Launching Today: A Brief Reflection - by Andrew Miller

Gamasutra.com Blogs - 30 April 2018 - 3:13am
Magic Masks is launching today, April 30, on Steam - a casual, colorful, puzzle adventure game that has spent about 3.5 part-time years in development. Here is some insight into the team, the game, and my reflection on what I believe the game is.
Categories: Game Theory & Design

The Bizarre Ways That Your Video Game Can be Banned - by Michael Smith

Gamasutra.com Blogs - 30 April 2018 - 3:12am
The crazy reasons that games have been banned and why you need to walk on eggshells as a developer
Categories: Game Theory & Design

Psych Eval - Booker DeWitt - by Nathan Savant

Gamasutra.com Blogs - 30 April 2018 - 3:11am
A discussion of the personality of Booker DeWitt from Bioshock: Infinite based on gameplay mechanics, and filtered through the lens of the Meyers-Briggs personality profile.
Categories: Game Theory & Design

Wasting Less with Lean Game Dev - by James Bowling

Gamasutra.com Blogs - 30 April 2018 - 3:10am
Using lessons from lean software development we can reduce waste and create low risk opportunities to innovate and delight our players.
Categories: Game Theory & Design

Take a Chance: The Illusion of Randomness in Games - by Caleb Compton

Gamasutra.com Blogs - 30 April 2018 - 3:08am
Randomness is a very important part of many games, but can also be very misunderstood. The appearance of randomness can often be just as important as the actual randomness. This article looks at how randomness is perceived by players.
Categories: Game Theory & Design

Trademarking: A Marketing Perspective - by Jeff Gurian

Gamasutra.com Blogs - 30 April 2018 - 3:05am
Fun fact: "Kartridge" was our first name idea for Kartridge, but the process of finalizing the name and registering the trademark took 8 months. Kongregate's Jeff Gurian learned a lot about trademarks along the way, which he shares in this blog post.
Categories: Game Theory & Design

oOo: Ascension: From Game-Jam to Xbox One in 12 Months - by Kenny Creanor

Gamasutra.com Blogs - 30 April 2018 - 3:01am
Developer Kenny Creanor talks about how he turned 'oOo: Ascension' from a weekend prototype into an Xbox One release in under 12 months
Categories: Game Theory & Design

League of Legends And Why It's So Addicting - by John Nashed

Gamasutra.com Blogs - 30 April 2018 - 3:01am
A blog post discussing what makes League of Legends such an addicting game. I couldn't figure out how to attach an image to the post, if you wish to add an image to it feel free to do so.
Categories: Game Theory & Design

On 'Minimalism' in Games - by Kenny Creanor

Gamasutra.com Blogs - 30 April 2018 - 3:01am
oOo: Ascension Developer Kenny Creanor talks Minimalism and how it doesn't really apply to Games - yet
Categories: Game Theory & Design

Fuzzy Thinking: Gamer Work Outs

RPGNet - 30 April 2018 - 12:00am
Fuzzy exercise.
Categories: Game Theory & Design

Video Game Deep Cuts: The God Of Portal Is Mario's Face

Social/Online Games - Gamasutra - 29 April 2018 - 9:04pm

This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others. ...

Categories: Game Theory & Design

Video Game Deep Cuts: The God Of Portal Is Mario's Face - by Simon Carless

Gamasutra.com Blogs - 29 April 2018 - 7:40am
This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others.
Categories: Game Theory & Design

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