Archive for the 'Game Design' Category

Score

Posted in Game Design on April 24th, 2009 by mawhortn

It functions as a social bragging right, a way of sizing people up, a quick reminder of one’s accomplishments. But there is a tension between social “score”, ie the way other players/people evaluate your accomplishments and the actual number. Should we come up with a simple figure and let the players/people do the real reputational math. Or is it best to keep track of it all?

I’m working on this problem for a design doc I’m writing and am leaning towards a (ultimately biased) system that keeps track of things carefully to award a more realistic number for peoples actions, mostly prompted by how fake score systems in multiplayer FPS are most of the time. Kill Death ratio, one used by a lot of players (this being a socially propogated idea that has now been taken up by devs for stat tracking) and now games, isn’t a very good measure either.

World of Warcraft Audio Analysis: A Critique

Posted in Game Design on March 13th, 2009 by mawhortn

Paper Status: Rejected!

Posted in Game Design on January 30th, 2009 by mawhortn

Specific Games Followup: Call of Duty 4’s Mile High

Posted in Game Design on January 22nd, 2009 by mawhortn

Games /= Freedom

Posted in Game Design, Gaming on December 28th, 2008 by mawhortn

Foundations of Digital Games Paper

Posted in Game Design, Gaming on December 25th, 2008 by mawhortn

Bioapparatus

Posted in Game Design, Philosophy on December 24th, 2008 by mawhortn

RPG Combat System: Combo

Posted in Game Design on September 9th, 2008 by mawhortn

Quick Concept: Generic Shooter

Posted in Game Design on September 2nd, 2008 by mawhortn

Team Fortress 2 Arena Mode: Epic Design Failure

Posted in Game Design on August 29th, 2008 by mawhortn