How Soon Is Now?
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- Category: Game Design
- Published on Tuesday, 17 January 2012 17:11
- Written by RB
- Hits: 88
Had a very interesting discussion with a friend of mine today, who is also a budding designer and avid gamer. What if, in the course of developing your new, fresh, "take the world by storm" game, you come up with the kind of idea that adds to the quality and enjoyment exponentially? Do you owe it to yourself, your game and your potential audience to prototype it and possibly rewrite significant portions of your content with a view to fitting it into your game?
New Year's Revolution
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- Category: Brain Dump
- Published on Friday, 13 January 2012 17:04
- Written by RB
- Hits: 54
Suppose I better do a few New Year's Resolutions, even if it's only to post some content on the site! Of course, I will try to achieve them resolutely. I've split them into two categories: personal goals, and professional targets.
Dead Man's Party
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- Category: Game Design
- Published on Monday, 19 December 2011 16:44
- Written by RB
- Hits: 311
WARNING: There are SPOILERS in this article for the game CORPSE PARTY on PSP. Do not proceed if you have any intention of playing this game.
Reflections in the Neon
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- Category: Brain Dump
- Published on Tuesday, 26 July 2011 14:19
- Written by RB
- Hits: 174
"So what do you think," said my companion as we dripped rainwater all over the floor of the Mr. Donuts we'd taken shelter in. "I know you've been wanting to play it for a long time."
Balance Not Required
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- Category: Game Design
- Published on Saturday, 23 July 2011 15:37
- Written by RB
- Hits: 161
I've been playing a lot of Battlefield: Bad Company 2 online recently, in preparation for the impending Battlefield 3. I've always been fond of DICE's games - they are proficient at marrying ground-breaking technology with gameplay feel and design, such as the masterful Destruction 2.0 feature which allows you to actively damage buildings by blowing large holes in them, and eventually bringing them down, killing everyone inside and possibly capturing an objective in the process, depending on the game mode. Your control over the game and the way you play it, too, is exemplary. Every modern online shooter has its own form of weapons customization now, but what you decide to run with often does not change the style to which you need to play. Call of Duty being a massive example - although there are weapons in that particular franchise which allow you to either play as the close quarters, building to building marine or the long range support soldier, there's never an effect on your teamwork. Every time you spawn, you find yourself running the same routes, looking for the same dangers and attempting to swing towards your own personal objectives.



