Tagged with “game design” (4)
Leonard Richardson says: "On Monday, Adam Parrish came over and we recorded a conversation about Scribblenauts, the video game that’s sweeping the nation with a large cartoon broom. We focused on 1) topics in game design, 2) silliness. I cut the long, long conversation down to 45 minutes and the result is "The Trouble With Scribbles", the latest in the irregular series of crummy.com non-podcasts. Thrill! As we:
- Pit Scribblenauts’s object interactions against Nethack’s.
- Investigate how well Scribblenauts implements kashrut.
- Improve Scribblenauts’s design, controls, and marketability with bold spinoffs like the Scribblenauts text adventure, Star Trek: Scribblenauts, and the sinister Scribblenauts-Prime.
- Propose Georges Perec-style speedruns and Scribblenauts-enabled animal sacrifices.
Plus: complaining, and pterodactyls with ropes attached to them. Includes spoilers for Scribblenauts and Nethack.
We also talked a little about Adam’s entry in the IF competition, but I cut it out because competitors are still embargoed from talking about their games."
Robert Ashley wonders why he spends his free time playing videogames, asks random people on the street about it, talks to a researcher whose work attempts to harness the brain power wasted on gaming, gets to know an eccentric, forward-thinking game designer who lives sustainably with his family of four on $14,000 a year, and gets a first-hand account of what it’s like to work on terrible games (and what it’s like to get terrible reviews) from an anonymous game developer.
Russell Glasser and Jeff Dee. The Argument from Game Design. Jeff responds to a new apologetic called the argument from game design.