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	<title>OMGWTFGAMES!!1! &#187; game design</title>
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	<link>http://omgwtfgames.com</link>
	<description>games, served indie side up</description>
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		<title>Woo hoo ! GrandMasterPixel beta available on the Android Market.</title>
		<link>http://omgwtfgames.com/2010/03/woo-hoo-grandmasterpixel-beta-available-on-the-android-market/</link>
		<comments>http://omgwtfgames.com/2010/03/woo-hoo-grandmasterpixel-beta-available-on-the-android-market/#comments</comments>
		<pubDate>Sat, 13 Mar 2010 07:09:21 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[grandmasterpixel]]></category>
		<category><![CDATA[releases]]></category>
		<category><![CDATA[android]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=295</guid>
		<description><![CDATA[I decided I needed to avoid losing momentum on GrandMasterPixel &#8230; so I&#8217;ve pushed through to &#8216;beta&#8217; and made it available on the Android Market. I hope the server backend doesn&#8217;t melt (actually it&#8217;s hosted on Google App Engine, so I think it will be just fine .. but some optimization wouldn&#8217;t hurt ). Thanks [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
<li><a href='http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/' rel='bookmark' title='Permanent Link: New title screen for GrandMasterPixel on Android'>New title screen for GrandMasterPixel on Android</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/' rel='bookmark' title='Permanent Link: GrandMasterPixel now available for testing in the Android emulator'>GrandMasterPixel now available for testing in the Android emulator</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>I decided I needed to avoid losing momentum on GrandMasterPixel &#8230; so I&#8217;ve pushed through to &#8216;beta&#8217; and made it available on the Android Market. I hope the server backend doesn&#8217;t melt (actually it&#8217;s hosted on Google App Engine, so I think it will be just fine .. but some optimization wouldn&#8217;t hurt <img src='http://omgwtfgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ). Thanks to the small number of users who played the game during the alpha phase &#8211; you&#8217;ve drawn some cool little pics !</p>
<p style="text-align: center;"><strong><a href="market://search?q=pname:com.omgwtfgames.gmpixelpaint">Download GrandMasterPixel (beta) from the Android Market</a></strong></p>
<p style="text-align: center;"><strong><img class="size-full wp-image-290  aligncenter" title="GMP_market_qrcode" src="http://omgwtfgames.com/wp-content/uploads/2010/01/GMP_market_qrcode.png" alt="GMP_market_qrcode" width="195" height="195" /> </strong></p>
<p style="text-align: center;"><img class="size-full wp-image-296  aligncenter" title="Arena_002" src="http://omgwtfgames.com/wp-content/uploads/2010/03/Arena_002.png" alt="Arena_002" width="320" height="480" /></p>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
<li><a href='http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/' rel='bookmark' title='Permanent Link: New title screen for GrandMasterPixel on Android'>New title screen for GrandMasterPixel on Android</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/' rel='bookmark' title='Permanent Link: GrandMasterPixel now available for testing in the Android emulator'>GrandMasterPixel now available for testing in the Android emulator</a></li>
</ol></p>]]></content:encoded>
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		</item>
		<item>
		<title>GrandMasterPixel front page mockups</title>
		<link>http://omgwtfgames.com/2010/01/grandmasterpixel-front-page-mockups/</link>
		<comments>http://omgwtfgames.com/2010/01/grandmasterpixel-front-page-mockups/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 06:01:54 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[grandmasterpixel]]></category>
		<category><![CDATA[mockup]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=255</guid>
		<description><![CDATA[With the design of GrandMasterPixel, I&#8217;ve generally worked on the principle that features should have to fight to be included (ala 37signals), and worked to create the bare minimum required to play the game. No more, no less. Part of that philosophy lead me to forgo the customary title screen found in many games. At [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
<li><a href='http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/' rel='bookmark' title='Permanent Link: New title screen for GrandMasterPixel on Android'>New title screen for GrandMasterPixel on Android</a></li>
<li><a href='http://omgwtfgames.com/2010/03/woo-hoo-grandmasterpixel-beta-available-on-the-android-market/' rel='bookmark' title='Permanent Link: Woo hoo ! GrandMasterPixel beta available on the Android Market.'>Woo hoo ! GrandMasterPixel beta available on the Android Market.</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>With the design of GrandMasterPixel, I&#8217;ve generally worked on the principle that <a href="http://gettingreal.37signals.com/ch05_Start_With_No.php">features should have to fight to be included (ala 37signals)</a>, and worked to create the bare minimum required to play the game. No more, no less.</p>
<p>Part of that philosophy lead me to forgo the customary title screen found in many games. At most, I planned to have the title text &#8220;GrandMasterPixel&#8221; overlayed on the Drawing screen upon first load, then elegantly fade away. This way the user is thrown straight into one of the two key mechanics &#8211; <em>drawing</em> (other being <em>judging</em>). They can immediately poke the screen an start creating some simple pixelart. There isn&#8217;t any dire need for a &#8216;navigation screen&#8217; on the Android version, since all navigation can be accessed in the popup menu, by pressing the Menu button on the device. This is the convention for pretty much every Android app (and is the suggested style in the <a href="http://developer.android.com/guide/practices/ui_guidelines/menu_design.html">Android Menu Design Guidelines</a> published by Google).</p>
<p>Recently, however, I&#8217;ve have a change of heart on the front page navigation screen idea. Maybe it is required, to better lead new players into the game. Additionally, I&#8217;ve also noticed that Android <em>games</em> conventionally seem to have a front page navigation screen, unlike other non-game apps.</p>
<p>Here&#8217;s a mockup of one possible front page screen for GrandMasterPixel, made with <a href="http://gomockingbird.com/">Mockingbird</a>:</p>
<div id="attachment_257" class="wp-caption aligncenter" style="width: 416px"><img class="size-full wp-image-257" title="GrandMasterPixel, possible new front page mockup" src="http://omgwtfgames.com/wp-content/uploads/2010/01/GMP-New-Front-mockup.png" alt="GrandMasterPixel, possible new front page mockup" width="406" height="541" /><p class="wp-caption-text">GrandMasterPixel, possible new front page mockup</p></div>
<p>At the moment, I&#8217;m still looking for more people to play test what I have so far, before going crazy  on implementing more features. There are certainly lots of parts that need work, but I&#8217;d like to direct my efforts toward areas where players feel they are more required. <a style="color: #ab5b00;" href="http://www.grandmasterpixel.com/download/gmpixel-paint.apk"> You can download the alpha version of GrandMasterPixel for Android with this link</a>. I&#8217;d appreciate any feedback you have, <a style="color: #ab5b00;" href="http://friendfeed.com/grandmasterpixel">on FriendFeed</a>, or<a style="color: #ab5b00;" href="http://twitter.com/OMGWTFGAMES"> via Twitter @OMGWTFGAMES</a> or right here in the comments !</p>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
<li><a href='http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/' rel='bookmark' title='Permanent Link: New title screen for GrandMasterPixel on Android'>New title screen for GrandMasterPixel on Android</a></li>
<li><a href='http://omgwtfgames.com/2010/03/woo-hoo-grandmasterpixel-beta-available-on-the-android-market/' rel='bookmark' title='Permanent Link: Woo hoo ! GrandMasterPixel beta available on the Android Market.'>Woo hoo ! GrandMasterPixel beta available on the Android Market.</a></li>
</ol></p>]]></content:encoded>
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		<item>
		<title>Game Design Concepts: post-mortem (although I&#8217;m not finished)</title>
		<link>http://omgwtfgames.com/2009/09/game-design-concepts-post-mortem-although-im-not-finished/</link>
		<comments>http://omgwtfgames.com/2009/09/game-design-concepts-post-mortem-although-im-not-finished/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 01:19:48 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[GDCU]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=211</guid>
		<description><![CDATA[So, the Game Design Concepts course officially finished a little over two weeks ago. I followed along for the first half, but dropped the ball when it came to the month-long design project. Playtesting is time consuming, but essential &#8211; and finding a bunch of &#8216;randoms&#8217; to act as testers for blind playtesting is tricky. [...]


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			<content:encoded><![CDATA[<p>So, the <a href="http://gamedesignconcepts.wordpress.com/"><em>Game Design Concepts</em></a> course officially finished a little over two weeks ago. I followed along for the first half, but dropped the ball when it came to the month-long design project. Playtesting is time consuming, but essential &#8211; and finding a bunch of &#8216;randoms&#8217; to act as testers for blind playtesting is tricky.</p>
<p>Rather than working on my Game Design Concepts project, I instead decided to focus my game development time in August on getting something ready for the &#8220;<a href="http://code.google.com/android/adc/">Android Developer Challenge 2</a>&#8220;. While I didn&#8217;t actually make that deadline (I decided it was not worth submitting something unpolished), it helped to push my <em>uber-secret-Android-project</em> into the realms of playability, and I should be able to release it before the end of the year.</p>
<p>Here&#8217;s a summary of my <em>Game Design Concepts</em> project, as it stands.</p>
<p>The game board &#8220;pre-prototype&#8221;:</p>
<div id="attachment_213" class="wp-caption aligncenter" style="width: 310px"><img class="size-medium wp-image-213" title="Public Transport Commuter Hero board design" src="http://omgwtfgames.com/wp-content/uploads/2009/09/2009-08-09-14.14.00-300x225.jpg" alt="Public Transport Commuter Hero board design" width="300" height="225" /><p class="wp-caption-text">&quot;Commuter Hero&quot; board design. Squares are stations, circles are points enroute between stations. Triangles are the destinations (&quot;goals&quot;). Lines are railroads, &quot;roads&quot; are bus routes, dotted lines are walking routes. The &quot;piechart&quot; thing represents the clock, which turns to the next colour each turn (representing 15 minute timesteps, I guess). It&#39;s been rubbed off the whiteboard now, so this photo serves as a record of the design in case I want to reproduce it and continue.</p></div>
<p><span style="background-color: #ffffff;">Each player is given three destination cards, which are destinations they must visit during the game, as well as sharing two &#8220;shared destination&#8221; cards with two other players, which are destinations that each pair must meet at during the game. Once a player visits their five destinations, they win. Players move around the board one step each turn, but sometimes they must wait several turns at a station for a train to arrive (indicated by the &#8220;colour clock&#8221;). While they are waiting at a station, they must roll to possibly draw an &#8220;event card&#8221;, which can initiate things like rail strikes, or provide a &#8220;taxi ticket&#8221; to get them from A to B, pronto. The game forces players to determine the optimal route between their destinations, re-route as events occur, and negotiate their routes to be compatible with the players that they must meet.</span></p>
<p>I may finish designing this game at some point, including proper playtesting, but I also feel like the basic mechanic is a little tedious and there are not enough &#8220;interesting decisions&#8221;. I may be better off just scrapping it and starting with something entirely new. Below the fold are the rules as they stand, and my working notes &#8230;</p>
<p><span id="more-211"></span></p>
<hr />
<h3><strong>Commuter Hero</strong></h3>
<p>Number of players: 2 &#8211; 6 (maybe more, better with more than two)</p>
<h4>Assets:</h4>
<ul>
<li><span style="background-color: #ffffff; ">Game board</span></li>
<li><span style="background-color: #ffffff; ">The clock spinner (may be part of the board)</span></li>
<li><span style="background-color: #ffffff; ">One token per player.</span></li>
<li><span style="background-color: #ffffff; ">Two six sided dice (2d6)</span></li>
<li><span style="background-color: #ffffff; ">A set of 18 destination cards (3 of each destination)</span></li>
<li><span style="background-color: #ffffff; ">A set of event cards.</span></li>
</ul>
<h4>Setup and starting the game</h4>
<p>Shuffle the event cards and the destination cards, put them in separate piles on the the space provided on the board. Players choose their token, and place it in Central Station. The clock starts at 0 o&#8217;clock.</p>
<p>Before the game begins, each player takes _three_ destination cards, which are their &#8216;solo destinations&#8217; that they must visit during the game. The player can keep these cards secret (face down) if they like.</p>
<p>Players also draw a fourth card that is a &#8216;shared destination&#8217; card. During the game they must meet the player to their right at that spot. These cards are not kept secret, and are placed face up. This means each player will need to actually meet both the player to their left and to their right once in the game.</p>
<h4>Gameplay</h4>
<p>Players take turns to move (or wait at a station) in an clockwise direction around the table. The youngest player gets to choose who starts.</p>
<h5>Traveling around town</h5>
<p>Stations are coloured. The &#8216;color clock&#8217; moves clockwise each turn, cycling through four colored times (0, 15, 30, 45). Trains or buses arrive at the station when the clock reaches the corresponding time/color (this will prevent the annoying task of moving lots of little trains each turn). Players can&#8217;t move off a station to travel along the line until the clock matches the time/color of that station or bus stop. Players can always choose to leave a station and travel by foot on a footpath. Once the player has entered a space on the train line or road they must move once space per turn along that line. They cannot change direction, but must travel in the same direction along the route until they hit a station. They can only pass a station on that line if the clock matches the time/color of that station (otherwise they must &#8216;change trains&#8217; and wait until the clock matches that station before travelling on).</p>
<p>If a player has to wait at a station (eg, they are on a station but the clock doesn&#8217;t match the timetabled arrival at that station), they must roll both dice. If they roll a double, they can take an event card.</p>
<p>Certain spaces on bus lines are marked with a &#8216;bottleneck&#8217;. Before moving off these spaces, a player must roll one die. If they roll even then they can move, odd they are delayed in traffic and cannot move in that turn. Trains do not have bottleneck delays.</p>
<h5>Event cards</h5>
<p><span style="font-weight: normal; font-size: 13px; background-color: #ffffff;">Player draws an event card, but doesn&#8217;t disclose what it is for three turns. They place the card face down on the color clock, three segments in advance of the current segment so that everyone remembers this is when the event will be revealed. Once the clock position reaches the card, the card is revealed and the event triggers. (The drawing player hence has inside info that a strike is approaching and can act on it before anyone else). Some cards may also be &#8216;instants&#8217;.</span></p>
<p>Strikes can close down one form of transport. More likely for trains. Player who drew the card rolls 2d6 each time their turn comes around, as well as moving their piece as usual. If the result of both dice matches (eg, a double), the strike ends immediately (the player can also enter the re-opened transport in that turn).</p>
<p>Any player traveling on a bus or train when a strike is called for that mode of transport must continue traveling on that line but exit the vehicle on at the next station. They cannot re-board until the strike is over, but they can leave the station by foot or another mode of transport.</p>
<p>When a player is moving on a bus (but not at a station), before they move they must roll both dice. If they get a double of any number, the bus is delayed in traffic and they cannot move space in that turn.</p>
<h4>Cards</h4>
<p><strong>Destination cards (three of each for a six player game ?):</strong></p>
<ul>
<li><span style="background-color: #ffffff; ">Butcher (#1)</span></li>
<li><span style="background-color: #ffffff; ">Baker (#2)</span></li>
<li><span style="background-color: #ffffff; ">Candlestick maker (#3)</span></li>
<li><span style="background-color: #ffffff; ">Grocer (#4)</span></li>
<li><span style="background-color: #ffffff; ">Hardware store (#5)</span></li>
<li><span style="background-color: #ffffff; ">Game shop (#6)</span></li>
</ul>
<p><strong>Event cards:</strong></p>
<ul>
<li><span style="background-color: #ffffff;">Secret inside info &#8211; Train Strike in three moves ! Once the strike starts, roll 2d6 every turn. A double six to ends the strike.</span></li>
<li><span style="background-color: #ffffff;">Instant train strike &#8211; roll 2d6 every turn. A double six to ends the strike.</span></li>
<li><span style="background-color: #ffffff;">Delay at Central Station. No one can board there this turn.</span></li>
<li><span style="background-color: #ffffff;">Taxi Ticket &#8211; use this at any time to move from A to B in just one step !</span></li>
<li><span style="background-color: #ffffff;">All trains delayed &#8211; players on trains don&#8217;t move this turn.</span></li>
</ul>
<h4>Possible rules to play test</h4>
<ul>
<li><span style="background-color: #ffffff; ">Players have 5 destination cards, but two may be hidden ?</span></li>
<li><span style="background-color: #ffffff; ">Players start with two (or three) destinations, and get given one based on an event during play.</span></li>
<li><span style="background-color: #ffffff; ">Player keeps a drop destination secret. They must drop a token at the destination of their colour. Another player has to pick up a token of a colour, that only they know.</span></li>
<li><span style="background-color: #ffffff; ">Idea: Finite tickets for certain transport, others are free ?</span></li>
<li><span style="background-color: #ffffff; ">Taxi tickets &#8211; move to any station on the board.</span></li>
</ul>
<h4>Board design principles</h4>
<ul>
<li><span style="background-color: #ffffff; ">All destinations should be roughly equidistant in steps from central station.</span></li>
<li><span style="background-color: #ffffff; ">All lines and roads must terminate at a station (there can also be stations along a line)</span></li>
<li><span style="background-color: #ffffff; ">All stations must have two types of transport (walk, bus, train) to enter and exit (reduce the probability of getting stuck during a strike)</span></li>
</ul>
<hr />


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		<item>
		<title>Game Design Concepts: Mindmap</title>
		<link>http://omgwtfgames.com/2009/08/game-design-concepts-mindmap/</link>
		<comments>http://omgwtfgames.com/2009/08/game-design-concepts-mindmap/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 09:19:46 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[GDCU]]></category>
		<category><![CDATA[mindmap]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=206</guid>
		<description><![CDATA[I&#8217;ve made a quick &#8220;GDCU&#8221; mindmap using XMind. It covers some of the concepts in the Game Design Concepts course, however I don&#8217;t claim that is complete, and I may update it over time. Feel free to fork it and add/correct it in any way you feel. I&#8217;d love to see updates from others doing [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/09/game-design-concepts-post-mortem-although-im-not-finished/' rel='bookmark' title='Permanent Link: Game Design Concepts: post-mortem (although I&#8217;m not finished)'>Game Design Concepts: post-mortem (although I&#8217;m not finished)</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve made a <a href="http://share.xmind.net/pansapiens/-game/">quick &#8220;GDCU&#8221; mindmap</a> using <a href="http://www.xmind.net">XMind</a>. It covers some of the concepts in the <a href="http://gamedesignconcepts.wordpress.com/">Game Design Concepts</a> course, however I don&#8217;t claim that is complete, and I may update it over time. Feel free to fork it and add/correct it in any way you feel. I&#8217;d love to see updates from others doing the course.</p>
<hr />
<iframe id='xmindshare_embedviewer' src='http://share.xmind.net/_embed/pansapiens/-game/' width='400px' height='300px' frameborder='0' scrolling='no'></iframe></p>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/09/game-design-concepts-post-mortem-although-im-not-finished/' rel='bookmark' title='Permanent Link: Game Design Concepts: post-mortem (although I&#8217;m not finished)'>Game Design Concepts: post-mortem (although I&#8217;m not finished)</a></li>
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		<title>A Game for Griefers (and why I think it&#8217;s hard to make a good one)</title>
		<link>http://omgwtfgames.com/2009/07/a-game-for-griefers-and-why-i-think-its-hard-to-make-a-good-one/</link>
		<comments>http://omgwtfgames.com/2009/07/a-game-for-griefers-and-why-i-think-its-hard-to-make-a-good-one/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 23:24:13 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[essays]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[GDCU]]></category>
		<category><![CDATA[griefers]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=199</guid>
		<description><![CDATA[These are my notes for &#8220;Game Design Concepts&#8221; Level 8 assignment &#8211; we were tasked with outlining the concept for a game that appeals to the player type &#8220;Griefer&#8221; or &#8220;Killer&#8221;. I never quite completed the assignment by posting this to the forums, since the text was (&#38; is) all a bit of a ramble [...]


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			<content:encoded><![CDATA[<p><em>These are my notes for <a href="http://gamedesignconcepts.wordpress.com/2009/07/23/level-8-kinds-of-fun-kinds-of-players/">&#8220;Game Design Concepts&#8221; Level 8 assignment</a> &#8211; we were tasked with outlining the concept for a game that appeals to the player type &#8220;Griefer&#8221; or &#8220;Killer&#8221;. I never quite completed the assignment by posting this to<a href="http://gamedesignconcepts.aceboard.com/336227-5298-0-Level-Challenge-Blue-Square.htm"> the forums</a>, since the text was (&amp; is) all a bit of a ramble while I organised my thoughts. Despite that, I think there are some useful insights here &#8211; and I might clean it up later into some kind of essay.</em> <em> It is written in the context of <a href="http://www.mud.co.uk/richard/hcds.htm">Richard Bartles article on player types in MUDs</a>, but is generally applicable to pretty much any sufficiently open and complex multiplayer game whether played online, offline or on-tabletop. Read on below the fold .. if you dare &#8230;<br />
</em></p>
<p><em><span id="more-199"></span></em>The archetypal Griefer/Killer player type primarily derives pleasure in causing grief to others playing the game. The most pleasure for the Griefer/Killer is derived when they break &#8216;social norms&#8217; of the game accepted by the majority of other players, and cause annoyance to those other players who play within those &#8216;social norms&#8217;. Note that breaking social norms is well within the rules of the game, it&#8217;s just &#8216;unpopular&#8217; behaviour to most other players.</p>
<p>The difficulty in this task is that Griefer/Killer players generally do not exist in a vacuum, but require other players with different goals to feed off. Any game that caters to only Griefer/Killers would have difficulty finding (or at least maintaining) players of other types. I don&#8217;t believe G/Killers would derive much pleasure from simply &#8216;killing&#8217; other G/Killers, if all players in the game were G/Killers with essentially the same goals &#8211; kill or be killed &#8211; since this would be the accepted behaviour in the game, and no social norms would be broken. However, I&#8217;d predict that a group of &#8216;real&#8217; G/Killers, if they kept playing at all, would find a way to play that would annoy everyone, hence deriving pleasure &#8211; but this dynamic would not be the intended way to play the game (or at least not appear to be).</p>
<p>One strategy would be to set up dynamics such that G/Killers were griefing other G/Killers. The problem here is that if it was obvious to those players that griefing was within social norms and generally accepted as &#8216;part of the game&#8217;, the griefing would  no longer maintain it&#8217;s appeal.</p>
<p>To take <a href="http://www.mud.co.uk/richard/hcds.htm">Bartle&#8217;s example of a MUD overbalanced to encouraging G/Killers</a> &#8211; he proposes that this would be an arcade-style shooter, which would preserve the &#8216;thrill of the chase&#8217;, but sacrifice the main motivating activity of the G/Killer &#8211; the &#8216;parasitic&#8217; griefing of other players. Parasites need hosts to survive, and other parasites usually don&#8217;t make good hosts to feed off. I don&#8217;t believe that a shooter, for example a FPS like Quake, is a &#8216;game for griefers&#8217; &#8211; witness how a new specific class of griefer just emerges instead, now called the &#8216;camper&#8217; or &#8216;teamkiller&#8217;.</p>
<p>To put things another way &#8211; G/Killers knock down, and don&#8217;t enjoy to build anything except maybe their reputation. There needs to be someone else to build &#8211; unless the G/Killers can be &#8216;tricked&#8217; into building through their own prefered actions of knocking down. Even then, the fun for the building-Griefers may only be maintain so long as they remain decieved about the actual mechanics of the game.</p>
<p>How can the dynamic of G/Killers killing G/Killers by made into a compelling (or &#8216;fun&#8217;) experience for these players ? For &#8216;pure&#8217; Griefer/Killer/Troll player types, this is very tough, but most players will in reality be a mixture of player types. G/Killers that have some tendency toward the Achiever player type can be catered for &#8211; one simple way would be to make scoring equivalent to kills, with kills being reset to zero if a player is killed. Maybe also taking the killed player out of the game for a short time, and broadcasting their humiliation clearly to the other remaining players would help enhance the need to feel superior (at least for those that were winning).</p>
<p>Another less ethical proposal is to create the Griefer game as an &#8216;overlay&#8217; or &#8216;meta-game&#8217; on top of some other legitimate game or activity that does not explicitly include the G/Killers as an accepted participant. As outsiders to a larger group of players with different goals, the G/Killers would have a fresh stream of hosts to parasitize, as long as they do not become too dominant and kill the game entirely. One example may be organised groups that make a game of trolling Slashdot, such as the obscure, possibly defunct, GNAA organisation ( <a href="http://web.archive.org/web/20040805015319/http://www.gnaa.us/">http://web.archive.org/web/20040805015319/http://www.gnaa.us/</a> , NSFW, depending where you work ). Bartle also notes that, on the whole, the game played by a G/Killer is a solo pursuit. In this proposed griefing/trolling meta-game, G/Killers with some tendency toward socialization would probably have more fun, since they can chat and brag about exploits, further fulfilling their need for feeling superior to other players.</p>
<p>I had a quick look at the <em>Game Design Concepts</em> course forums and noticed that Matthew Johnson has come up with a similar type of idea, using existing forums or social networks designed for other purposes as the backdrop for a &#8216;trollish&#8217; game. A significant difference (both ethically and with respect to catering to the targeted player type) is that in his design concept all players appear to be willing participants &#8211; see his &#8220;<a href="http://gamedesignconcepts.aceboard.com/336227-5298-0-Level-Challenge-Blue-Square.htm">Facebook Diplomacy</a>&#8220;.</p>


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		<title>Game Design Concepts : My &#8220;Homeplay&#8221; Assignments</title>
		<link>http://omgwtfgames.com/2009/07/game-design-concepts-my-homeplay-assignments/</link>
		<comments>http://omgwtfgames.com/2009/07/game-design-concepts-my-homeplay-assignments/#comments</comments>
		<pubDate>Sun, 19 Jul 2009 00:02:30 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[GDCU]]></category>

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		<description><![CDATA[So, I&#8217;m doing Ian Schreibers online &#8220;Game Design Concepts&#8221; course. It&#8217;s been great so far, and I&#8217;m learning quite a lot. This is a post that I&#8217;ll keep updating throughout the Game Design Concepts course, just so I can keep track of my work easily. I may split it up into multiple posts or pages, [...]


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</ol>]]></description>
			<content:encoded><![CDATA[<p>So, I&#8217;m doing Ian Schreibers online &#8220;<a href="http://gamedesignconcepts.wordpress.com">Game Design Concepts</a>&#8221; course. It&#8217;s been great so far, and I&#8217;m learning quite a lot. This is a post that I&#8217;ll keep updating throughout the <em>Game Design Concepts</em> course, just so I can keep track of my work easily. I may split it up into multiple posts or pages, if need be.</p>
<h3>Main course links</h3>
<p><strong>Blog:</strong> <a href="http://gamedesignconcepts.wordpress.com/">http://gamedesignconcepts.wordpress.com/</a></p>
<p><strong>Forum:</strong> <a href="http://gamedesignconcepts.aceboard.com/index.php?login=336227">http://gamedesignconcepts.aceboard.com/index.php?login=336227</a></p>
<p><strong>Wiki:</strong> <a href="http://gamedesignconcepts.pbworks.com/">http://gamedesignconcepts.pbworks.com/</a></p>
<p><strong>Twitter hashtag:</strong> <a href="http://search.twitter.com/search?q=%23GDCU">http://search.twitter.com/search?q=%23GDCU</a></p>
<hr />
<h3>My work</h3>
<p><em>(These assignments are completed in a set time, and are generally early prototypes in need of further playtesting and development to become decent games. Some are experiments that are unlikely to ever become decent games &#8230; while others may be developed further in the future)</em></p>
<p><strong>Level 1 Challenge:</strong> <a href="http://gamedesignconcepts.pbworks.com/Race-Game">http://gamedesignconcepts.pbworks.com/Race-Game</a></p>
<p><strong>Level 3 Challenge:</strong> <a href="http://gamedesignconcepts.aceboard.com/336227-2700-1245-0-Simpson-Abdul-thier-Donkeys.htm">http://gamedesignconcepts.aceboard.com/336227-2700-1245-0-Simpson-Abdul-thier-Donkeys.htm</a></p>
<p><strong>Level 4 Challenge:</strong> <a href="http://gamedesignconcepts.aceboard.com/336227-3124-1566-0-Battle-board-game.htm">http://gamedesignconcepts.aceboard.com/336227-3124-1566-0-Battle-board-game.htm</a></p>
<p><strong>Level 5 Challenge:</strong> <em>TBC.</em> Make a rule change to the dice game <em>Bluff</em> to eliminate the positive feedback loop (which comes about due to the information assymetry between winning player and losing players).</p>
<p><strong>Level 6 Challenge:</strong> <em>TBC</em></p>
<p>Some  notes on some &#8216;art game&#8217; playings:</p>
<ul>
<li><a href="http://hcsoftware.sourceforge.net/passage/">Passage</a>: Mechanic reminds me of <em>Ico (Playstation2) &#8211; </em>your movement is restricted by your NPC partner which must follow you (potentially a dead weight, although one you aparrently don&#8217;t mind, indicated by the little love heart upon meeting). Aesthetic/Surface, despite being &#8216;lowfi&#8217;, reminds me of the feel of <em>Pink Floyd&#8217;s &#8220;Dark Side of the Moon&#8221;</em>, particularly the track <em>Breathe</em>. Damn you artists for making use think about inevitable things we can&#8217;t change and don&#8217;t want think about !</li>
</ul>
<p><strong>Level 7 Challenge: </strong> Make a modification to the simple card game <em>&#8220;War&#8221;</em> to add some interesting decisions. <a href="http://gamedesignconcepts.aceboard.com/336227-4682-2357-0-Counter-attack.htm">http://gamedesignconcepts.aceboard.com/336227-4682-2357-0-Counter-attack.htm</a></p>
<p><strong>Level 8 Challenge:</strong> Create a concept for a game that is built to appeal specifically to griefers (ie player killers in MUD terms, campers or teamkillers in FPS terms).<em> <a href="http://omgwtfgames.com/2009/07/a-game-for-griefers-and-why-i-think-its-hard-to-make-a-good-one/">My notes are here</a>.</em><em> I never posted these to the official forum since it&#8217;s still a bit of a ramble and needs refinement &#8211; I couldn&#8217;t bear to subject the other course participants to actually wading through the text, but it&#8217;s posted here anyhow just in case you have precious time to kill (yeh right <img src='http://omgwtfgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ).<br />
</em></p>
<p><strong>Level 9 Challenge:</strong><em> </em>Create an embedded backstory for the game &#8220;<em>Pente</em>&#8220;. What is the setting? What do the pieces represent? Why are you placing them? Attempt to make the backstory that fit the mechanics. <em>TBC</em>.</p>
<p><strong>Level 11 Challenge:</strong> Brainstorm ideas (over 48 hours) for a board game, post the best three. This is the beginning of a month long design project. At the &#8220;Easy&#8221; green circle level, the game ideas cannot include the overused roll-to-move mechanic, and cannot be a trivia game or trading card game (<em>eg Magic: The Gathering</em> style)<em> </em>due to the time consuming nature of producing content for those types of game. <a href="http://gamedesignconcepts.aceboard.com/336227-5708-2723-0-Commuter-Turn-based-tactics-mother-Seat-pants.htm">http://gamedesignconcepts.aceboard.com/336227-5708-2723-0-Commuter-Turn-based-tactics-mother-Seat-pants.htm</a> .</p>


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		<title>Game Design Concepts : Vocabulary</title>
		<link>http://omgwtfgames.com/2009/07/game-design-concepts-vocabulary/</link>
		<comments>http://omgwtfgames.com/2009/07/game-design-concepts-vocabulary/#comments</comments>
		<pubDate>Sat, 18 Jul 2009 00:34:03 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[GDCU]]></category>
		<category><![CDATA[MDA]]></category>

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		<description><![CDATA[This is a scratchpad for some game design analysis vocabulary from the Game Designs Concept course. I&#8217;ll continue to update it throughout the course &#8230; it&#8217;s simply a place I can go to remind myself of good terminology to use. MDA (from Hunicke, LeBlanc and Zubek, MDA: A Formal Approach To Game Design and Game Research) [...]


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</ol>]]></description>
			<content:encoded><![CDATA[<p>This is a scratchpad for some game design analysis vocabulary from the Game Designs Concept course. I&#8217;ll continue to update it throughout the course &#8230; it&#8217;s simply a place I can go to remind myself of good terminology to use.</p>
<h3>MDA</h3>
<p>(from Hunicke, LeBlanc and Zubek, <a href="http://www.cs.northwestern.edu/~hunicke/MDA.pdf">MDA: A Formal Approach To Game Design and Game Research</a>)</p>
<p><em>Mechanics</em>, Rules, &#8220;core mechanics&#8221;, (Struture in McCloud terminology).</p>
<p><em>Aethetics</em> (Surface in McCloud terminology).</p>
<p><em>Dynamics</em> (closest to &#8220;Craft&#8221; in McCloud terminology).</p>
<h3>Other</h3>
<p>Objectives, Goals</p>
<p>Genre (Idiom in McCloud terminology).</p>
<p>Setup / Progression (game loop) / Resolution (&#8220;Winning condition&#8221;)</p>


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		<title>Phobocore &#8211; new game release</title>
		<link>http://omgwtfgames.com/2009/02/phobocore-new-game-release/</link>
		<comments>http://omgwtfgames.com/2009/02/phobocore-new-game-release/#comments</comments>
		<pubDate>Sat, 28 Feb 2009 07:01:38 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[game design]]></category>
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		<category><![CDATA[pygame]]></category>
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		<category><![CDATA[rabbyt]]></category>
		<category><![CDATA[releases]]></category>
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		<category><![CDATA[galcon]]></category>
		<category><![CDATA[phobocore]]></category>

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		<description><![CDATA[Here&#8217;s a new game I&#8217;ve been developing on-and-off for a few months now. I&#8217;ve become pretty busy at &#8220;The Day Job&#8221; recently, and due to commuting time I haven&#8217;t found time to add all the features I&#8217;d like. I thought rather than sit on this game for many more months, I&#8217;d just release it as [...]


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			<content:encoded><![CDATA[<p>Here&#8217;s a new game I&#8217;ve been developing on-and-off for a few months now. I&#8217;ve become pretty busy at &#8220;The Day Job&#8221; recently, and due to commuting time I haven&#8217;t found time to add all the features I&#8217;d like. I thought rather than sit on this game for many more months, I&#8217;d just release it as is. It&#8217;s polished enough to play &#8230; but you&#8217;ll need a friend (if you live in Melbourne &#8230; I&#8217;m happy to drop round and play it with you <img src='http://omgwtfgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ).</p>
<p><strong><em>Phobocore</em> is a two-player hotseat game, where the aim is to capture all the planets onscreen by shooting them. It&#8217;s sort of a cross between </strong><strong><em>Asteroids</em></strong><strong> and <em>Risk/Galcon</em>, with a respectful nod to open field overhead shooters like </strong><strong><em>Robotron</em>, <em>Bezerk</em></strong><strong> or <em>Gauntlet</em>.</strong></p>
<p style="text-align: center;"><a href="http://omgwtfgames.com/wp-content/uploads/2009/02/phobocore_screenshot.png"><img class="aligncenter size-medium wp-image-97" title="Phobocore screenshot" src="http://omgwtfgames.com/wp-content/uploads/2009/02/phobocore_screenshot-300x224.png" alt="Phobocore screenshot" width="300" height="224" /></a></p>
<h3><a href="/downloads/phobocore_v0.9.zip">Download Phobocore (v.09 for Windows &amp; Linux) [10.3 mb]</a></h3>
<p>The experience of creating this game has been quite enlightening so far. It really got me thinking about aspects of game design I hadn&#8217;t thought deeply about. I threw around lots of ideas relating to &#8216;resources&#8217; and &#8216;defenses&#8217;, particularly thinking about how RTSs like <em>Starcraft</em> require balance in play style between defense building, offensive <span class="variant">maneuvers </span>and resource gathering. Good players must multitask and proiritize to get the upperhand on their opponents. Key questions like <em>&#8220;Should captured/neutral/enemy planets be solid objects or unhindering ?&#8221;</em> occupied more than one dinner time conversation, bearing out all the ways these would changed the game. I had great fun testing the effect of different game rules, and how these changed the dynamics of the gameplay (with huge thanks to my long-suffering girlfriend for playtesting. The next best thing to writing an AI player <img src='http://omgwtfgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ). If you are keen to fiddle with these game rules yourself, you can throw various flags in the <em>phobocore.py</em> sourcecode to test how these variations change the play style required to win.</p>
<p>I also spent considerable time tweaking things like fire rates and the &#8220;planets-held to ammo recharge rate&#8221; ratio to try and make the game somewhat fun. It works pretty well for players that are equally matched, but much like <em>Galcon</em>, once one player gets an edge, it can be hard to recover and things are over pretty quickly.</p>
<p>Big features I&#8217;d love to add in the future: an AI compurer player for single player mode, and maybe network play. I need to work on the collision detection, improve the graphics, add background music, and add a help screen / tutorial screen and slap on a license (probably GPL for code and Creative Commons for audiovisual assests).</p>
<p>Have fun &amp; feedback is, as always, welcome !</p>
<h3><span id="more-92"></span></h3>
<h3>Here&#8217;s the README.txt</h3>
<pre>┏━┓╻ ╻┏━┓┏┓ ┏━┓┏━╸┏━┓┏━┓┏━╸
┣━┛┣━┫┃ ┃┣┻┓┃ ┃┃  ┃ ┃┣┳┛┣╸
╹  ╹ ╹┗━┛┗━┛┗━┛┗━╸┗━┛╹┗╸┗━╸
Copyright Andrew Perry, 2008, 2009.

A two player hotseat game of screen domination.
It's pink vs. blue.
Boys vs. girls.

┃: GAMEPLAY :┃

Phobocore is a a simultaneous two player game. The goal is to capture
 as many planets as possible.
* You capture planets by shooting them - eventually they will turn to
  your colour.
* If you shoot a planet enough, it becomes locked to your colour -
  these planets cannot be re-captured by the enemy.
* The more planets you capture, the faster your ammo refills (orange
  bar). The more locked planets you hold, the more powerful your
  bullets become.
* You can fly through neural (white) or enemy planets. You cannot fly
  through your own planets.
* Shooting the enemy freezes them momentarily, however they also
  absorb your bullets for their own ammo store.
* Powerups occasionally appear - these give you more ammo, and can
  provide the vital edge you need to capture more planets than your
  opponent.
* The red bar goes up the more planets you lock. Once you have locked
  30 % of the planets on screen, you win.

┃: CONTROLS :┃

Player 1 (pink, left ammo bar): W,A,S,D and space
Player 2 (blue, right ammo bar): Arrow keys and right-CTRL

┃: OPTIONS :┃

Commandline options:

-f          run the game in full screen mode

┃:   TIPS   :┃

Early on, every bullet counts. Fire accurately and efficiently.

It may seem frustrating at first, since you can't shoot very fast.
Early in the game, aim to quickly but efficiently capture as many
planets as possible, and pick up powerups if you can. Don't waste
ammo locking too many planets early in the game - it's more about
quantity not quality at this stage. As you capture more planets,
your fire rate will go up.

Once you have a reasonable fire rate established, start focusing
on locking planets too. This will increase your bullet power,
meaning you can also capture/lock planets faster.

Take opportunities to steal any weak planets owned by your opponent
(the smaller ones) with a quick circular spray of bullets - this
will seriously impact on your opponents fire rate, frustrating
their efforts to capture/steal/lock more planets.

Try not to fence yourself in. Keep in mind that planets you capture
become blockades for you, but become open space for your opponent.
Rather than spraying a whole 360 degree circle of bullets to capture
all the planets in your vicinity, try doing 270 degree sweeps,
leaving yourself a exit small hole of neutral or enemy planets.</pre>


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		<title>Spore reviewed by scientists: EA is spouting pseudo-scientific bullshit</title>
		<link>http://omgwtfgames.com/2008/10/spore-reviewed-by-scientists-ea-is-spouting-pseudo-scientific-bullshit/</link>
		<comments>http://omgwtfgames.com/2008/10/spore-reviewed-by-scientists-ea-is-spouting-pseudo-scientific-bullshit/#comments</comments>
		<pubDate>Fri, 24 Oct 2008 04:17:13 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
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		<description><![CDATA[I&#8217;ve played about 5 mins of Spore in a games store, so I&#8217;m in no position to review it. Draconian DRM issues aside, I wasn&#8217;t all that impressed with my brief time in the Cell stage, although I was distracted by the gross-out slimy controllers, caked in grease from the fingers of countless snot nosed [...]


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			<content:encoded><![CDATA[<p>I&#8217;ve played about 5 mins of Spore in a games store, so I&#8217;m in no position to review it. <a href="http://www.boingboing.net/2008/09/07/amazon-reviewers-clo.html">Draconian DRM issues aside</a>, I wasn&#8217;t all that impressed with my brief time in the Cell stage, although I was distracted by the gross-out slimy controllers, caked in grease from the fingers of countless snot nosed kids that tried it before me. So while I can&#8217;t really judge based on my limited play I think I&#8217;ll let the <a href="http://www.sciencemag.org/cgi/content/full/322/5901/531b">review in the highly respected Science Magazine</a> judge for me:</p>
<blockquote><p>&#8220;Spore is essentially a very impressive, entertaining, and elaborate <a href="http://en.wikipedia.org/wiki/Mr._Potato_Head">Mr. Potato Head</a> that uses the language of evolution but none of the major principles,&#8221; conclude Gregory and Eldredge.</p></blockquote>
<p>It sounds like some kind of Mii creator tied together with minigames. Apparently it rates high on &#8216;cute&#8217;, but very low on &#8216;fun&#8217; or &#8216;science&#8217;. The conclusion is that EA is wrapping this game in marketing language that speaks of &#8216;evolution&#8217;, trying to push the educational aspects, but in reality there isn&#8217;t a scrap of evolution in the game. Don&#8217;t get me wrong; I don&#8217;t believe games <em>require</em> any educational value whatsoever .. pure fun is fine with me. But claiming your game has a basis in solid science when it is clearly based on cute graphics alone does players (and educators) a disservice.</p>
<blockquote><p>&#8220;the breakthrough science that&#8217;s revealing the secret genetic machinery that shapes all life in the game Spore.&#8221; &#8212; <em>Will Wright</em></p></blockquote>
<p>Yeh, right .. thanks for that Will. As far as it&#8217;s use in science education &#8230; I can only see Spore being suitable for the education system in <a href="http://en.wikipedia.org/wiki/Kansas_evolution_hearings">Kansas</a>.</p>


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		<title>Some game design quotes</title>
		<link>http://omgwtfgames.com/2008/05/some-game-design-quotes/</link>
		<comments>http://omgwtfgames.com/2008/05/some-game-design-quotes/#comments</comments>
		<pubDate>Thu, 01 May 2008 11:55:51 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>

		<guid isPermaLink="false">http://gamedev.pansapiens.com/?p=24</guid>
		<description><![CDATA[Some game design quotes at RandomTerrian. There are some pearls of wisdom here, eg: For me the retrogaming movement is more than just nostalgia of misty eyed Gen X&#8217;ers. It&#8217;s a reaction to the current graphical overkill, the simulation obsessed gaming environment of the late 90s. In our quest for absolute graphical realism, we have [...]


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			<content:encoded><![CDATA[<p>Some <a href="http://www.randomterrain.com/game-design.html">game design quotes at RandomTerrian</a>.</p>
<p>There are some pearls of wisdom here, eg:</p>
<blockquote><p>For me the retrogaming movement is more than just nostalgia of misty eyed Gen X&#8217;ers. It&#8217;s a reaction to the current graphical overkill, the simulation obsessed gaming environment of the late 90s. In our quest for absolute graphical realism, we have forgotten the basics of gaming.</p>
<p>&#8211; <a class="zem_slink" title="Eugene Jarvis" rel="wikipedia" href="http://en.wikipedia.org/wiki/Eugene_Jarvis" target="_blank">Eugene Jarvis</a> from a <a href="http://www.dadgum.com/halcyon/BOOK/JARVIS.HTM">Halcyon Days interview</a></p></blockquote>


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