Archive for January, 2008

Characterizing Interactivity

Posted in Game Design on January 31st, 2008 by mawhortn

Two ways of characterizing interactivity that immediately spring to mind are depth and complexity. Complexity is simply the number of modes/ways of interaction, with depth being the amount of detail captured by a specific mode/way. Grand Theft Auto and Oblivion are games with complex world interactions and deep driving/character building interactions respectively.

Skill Dependance (Examples)

Posted in Game Design on January 31st, 2008 by mawhortn

Skill Dependence

Posted in Game Design on January 31st, 2008 by mawhortn

User Interface As Design

Posted in Game Design on January 27th, 2008 by mawhortn

Tweaking

Posted in Game Design, Gaming on January 14th, 2008 by mawhortn

Server Browsers

Posted in Game Design, Gaming on January 11th, 2008 by mawhortn