Missed Opportunities at NYU’s Practice 2015 (Gamasutra)
I wrote a piece on my experience at Practice 2015 this past weekend. Check it out over at Gamasutra.
Missed Opportunities at NYU’s Practice 2015 (Gamasutra) Read More »
I wrote a piece on my experience at Practice 2015 this past weekend. Check it out over at Gamasutra.
Missed Opportunities at NYU’s Practice 2015 (Gamasutra) Read More »
When I was 11, my family got its first computer: an AST “Advantage!”, which sported a 66 MHz 486 processor, 4 MB ram and 32 MB of hard drive space. It wasn’t the greatest computer, even for the time, but it did have QBasic on it, and having always wanted to make games, I immediately
Game Designers: Learn to Program Read More »
This episode is about how we can and should build on the structure that we have, rather than introducing non-sequiturs or removing elements from play. Interestingly, this podcast itself ended up having a bit of a non-sequitur of its own, as I talk a bit about parting ways with my entire huge video game collection
Clockwork Game Design: Episode 8 – Building on Structure Read More »
Grinding basically has no place in interactive systems. In this episode, I talk about why that’s my position. I also respond to a bunch of comments from my Psychological Exploitation Games article. Also if you want to know more about my Interactive Forms. http://media.blubrry.com/clockworkgamedesign/keithburgun.net/cgdpodcast/episode07.mp3Podcast: Play in new window | DownloadSubscribe: RSS
Clockwork Game Design: Episode 7 – Grinding, Toys, and Value Read More »
In Episode 6 of the Clockwork Game Design Podcast, I had a discussion with Richard Terrell (@KirbyKid) that was largely about the game design discussion itself. People may not know, that we had a discussion about three years ago, and back then, I think we both thought that we could just dive right into the
While it’s tempting to think otherwise, computers are the best tool we have for pursuing great game designs. In this episode, I also talk about how “abstract” games are problematic due to low information density, the information horizon, and a lot about the medium of board games. Some relevant links: http://boardgamegeek.com/browse/boardgame – all game
The Clockwork Game Design Podcast: Episode 5 – The Limitations of Boardgames Read More »
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