Now that we have a couple of ideas under our belts, we go looking for ways to turn this ideas into prototypes. What are some of the tools that we can use to quickly suss out if an idea is worth pursuing or not?
On this episode we discuss our favorite games and try to explain why we think we like them. What do we expect from a game and what happens when those expectations aren’t met? Is it possible for a game designer to guide those expectations?
This post was originally made by Joe “EarthQuake” Wilson on Polycount.
I want to talk about the common questions and misconceptions inexperienced artists have, either when they start working towards becoming an artists or when they join internet communities. This is a culmination of advice I’ve given to people over the years and really, a bunch of stuff I wish someone would have told me when I started out.
That’s cool, what software did you use?
This is something you may want to say; however, it’s akin to asking a photographer what camera they use, or an architect which ruler they use. It implies that the reason something is impressive is because of the tools they use, not the talent they have nor the effort they put in.
In our second episode we try to find what elements combine to be game.
What is needed for an activity to become a game and are all of those elements equally important?
Also, what does all of this have to do with household chores and the creation of horses?
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Links mentioned in this episode :
A practical definition of innovation in game design : http://www.lostgarden.com/2005/04/practical-definition-of-innovation-in.html