Game design 101:
Year2010 August12 - Game Design Essentials: 20 Real-World Games
The Education of a Computer Game Designer by ChrisCrawford (번역글)
Unclassified articles:
Year2010 August03 - Designing Combat Encounters In Uncharted 2
Year2010 March - Fable III - The Complex Challenges of Intuitive Design by PeterMolyneux, JoshAtkins
- What is core to Fable
- Morphing: your character changes as you play the game
- Every choice a consequence: players love to choice
- Drama: a compulsive story which allows for choices
- Emotion: having things like the dog is connection
- Accessibility: pick up and play for all (such as one button combat system)
- Design consideration of change:
- Simplify interface
- Reduce player complexity
- Amplify emotional connection
- Make drama and story clearer
- Make core mechanics more simple
Year2010 March - GDC 2010 Live Coverage by Gamasutra
Year2009 - GDC 2009 Live Coverage by Gamasutra
- 블럭은 고정, 화면이 이동/회전되는 테트리스. ㅎㅎ
Year2009 December22 - The Art Of Game Polish: Developers Speak
Year2009 November - Torchlight의 Retirement System
- "Once characters are sufficiently leveled up, they can “retire” and bestow specific benefits and perks to new characters."
Year2009 September22 - Randomness: Blight or Bane?
GameDesign에서 Randomness의 역할에 대한 글. 강추.
Year2009 August - Turn-based vs. Real time, Game Developer Journal p49
These are but a few of the many games that blur the line between "pure" turn-based and real-time systems. For example, what about turn-based decisions with a time limit, such as Madden's play-calling clock? What about X-COM, with its crunchy real-time strategic shell surrounding a gooey turn-based tactical core? Or the Total War series, which does the exact opposite? What about Europa Universalis, which is technically real-time but plays out so slowly that it "feels" like a classic, sprawling turn-based strategy game. How about asynchronous Web-based games like Travian, which play out over months instead of minutes, eliminating the time pressure but keeping the multi-player benefits of real-time play? What about Bang! Howdy, which plays as a typical tile-based tactical wargame, except that each unit's turns regenerate in real-time? In reality, a vast continuum stretches from one extreme to the other, and most games find a space somewhere in the middle.
Year2009 July03 - Blizzard's Tom Chilton on the future of WoW
Year2009 June30 - 월드 오브 워크래프트 - 대미지 미터기에 대한 고찰
- 3rd-party add-on으로 인해 크게 변화되는 게임성 문제.
Year2009 June19 - Innovative Casual Game Design: A Year in Review
Year2009 June18 - Maps, directions, and video games: A model for how we perceive them
Year2009 June01 - 게임 개발, 사업 단상 몇가지
- 짧지만 밀도높은 글.
Year2009 May20 - Planning for Fun in Game Programming - Part 1
Year2009 May13 - Researcher Chandler Talks Creating Emotion, Belief
- 공포감을 과도하게 조장하는 게임이 줄 수 있는 피해에 대한 경고.
Year2009 May04 - How David Beats Goliath - a lesson in game design
Year2009 April26 - Warcraft on an iPhone, but is it coming to yours?
Year2009 April16 - The Sims 3 Lets Players Make Their Own Movies
Year2009 April12 - EVE Evolved: Making EVE beautiful
- 게임의 핵심 가치(최고로 멋진 비주얼)를 유지하기 위한 지속적 업데이트.
Year2009 April06 - 게임을 하면서 게임하지 않는 시간
- 게임은 최초 로딩할 때 물을 보여주면서 파도의 상태와 바람의 세기 방향등을 알려주는 수상스키 게임
- 문 여는 로딩시간을 일부러 천천히 조절하여 긴장감을 자극하는 바이오 하자드 시리즈
- 와이번을 타고 이동하면서 플레이 하는 유저들의 사냥과 생활을 볼 수 있는 와우
- 유저들간의 전략을 짜고, 어떤 포인트를 공략할까 고민하는 시간으로 활용되는 다옥
Year2009 March23 - John Carmack Releases Open Source Wolfenstein iPhone Port
얼마전 QuakeLive 관련 인터뷰에서 얘기한 아이폰 관련 작업이라는 것이 이것?
Year2009 March07 - iPhone's App Store Packed With Nearly 6,200 Games
- 가장 많은 것은 퍼즐(약 2,000개). 아마 제작이 쉽기 때문이 아닐까.
Year2009 February27 - The 13 Basic Principles of Gameplay Design
- 강추
Year2009 February27 - The City Of Heroes Mission Architect Explained
Year2009 February16 - Good music - 7th annual Game Audio Network Guild finalists announced
Year2009 February05 - Effects Of Brain Exercise Depend On Opponent
- 컴퓨터가 아닌 사람과 싸우는 경우 더 열심히 한다고.
Year2009 February01 - 리치왕의 분노 인트로 메이킹 필름
- 털(hair) 시뮬레이션 전담 부서, 눈을 손으로 쓸어내는 장면을 만들기 위해 알레스카에 가서 샘플을 촬영 등.
- 블리자드가 괜히 Animated cut-scene 분야에서 최고라 불리는게 아니다.
Year2008 December28 - Automatic Game Design
EvolutionaryAlgorithm을 이용한 자동 게임 기획. FitnessFunction을 어떻게 만들 것인가가 관건.
Year2008 November - Designing Games - Why and How
- 기존에 존재하는 게임의 규칙을 조금씩 바꿔가며 빠르게 테스트(play)+진화하는 방식.
- 두 그룹이 동일한 미완성 게임에서 시작해서 서로 상대 그룹과 중간 결과를 바꿔서 테스트하고 진화시키는 방식.
다양한 수준(level)의 Gameplay DesignPatterns
Year2008 July22 - Towards More Meaningful Games: A Multidisciplinary Approach
Year2008 February - Game Developer's Journal 중 Difficulty is Difficult
레어의 N64 GOLDENEYE 모델을 그대로 답습하며 난이도를 높이는 게임들이 아직도 허다하다. 즉 적에게서 받는 데미지를 2배로 늘리면 게임이 더 어려워지기 마련이라는 것이다. 하지만 다른 요인들과의 관계를 생각할 때 이렇게 함으로써 조화로웠던 게임 플레이에 실질적 변화를 주어 게임의 경험을 근본적이자 불만족스러운 방식으로 변화시켜 버릴 수 있다. ... 난이도 조율 개요: 시간 제한, 데미지 역학, AI 공격 증가, HUD 제한, 자원 줄이기, 저장 및 체크포인트, 적의 수, 입력 복합성
Year2007 May - Guitar Hero: the inspirational story of an "overnight" success by DennisWixon
Year2007 March20 - http://www.gamasutra.com/features/20070320/radoff_01.shtml
Year2007 January23 - Rock Paper Scissors - A Method for Competitive Game Play Design
Year2007 - The life and death of online gaming communities: a look at guilds in world of warcraft
Year2004 - Emotional response patterns and sense of presence during video games: potential criterion variables for game design
Year2009 February02 - AI and Avatars Research & Collaboration U.K. Workshop Report
Year2009 January21 - First Physics, Now AI Is Being Moved To Your Graphics Card, Nvidia and AMD to accelerate gaming AI on GPUs
On Game and WWW:
On Indie Games:
On history:
On political/social issues:
Year2009 October26 - Another Study Eyes Games & Aggressive Behavior Correlation
Overall, our hypothesis that heavy play of Mature-rated, violent games would predict a greater risk for common problem behaviors, even when controlling for potential confounders suggested by previous research, was partially supported.
Year2009 October13 - Obsolescence Pending: Rating the ESRB
- ESRB의 역사 요약을 포함하고 있는 글
Year2009 August26 - Was High School Attack Inspired by Video Games?
Year2009 April18 - Violence Debate Still Fixated on Knee-Jerk Issues
Year2009 April07 - Report: Females are now gaming more than males
Year2009 March23 - Gaming as a Gateway Drug: Getting Girls Interested in Technology
Year2009 March23 - PETA Slams Activision Over Dog Killing in Call of Duty: World at War
- PETA(People for the Ethical Treatment of Animals)에서 개 죽이는 게임 만들지 말라고 항의. 배우라는 의미에서 Activision Blizzard(개 죽이는 미션이 나오는 게임을 만든 팀)에 닌텐독스(이나영이 선전했던 애완견 기르는 게임)를 보내줬다 함. --;
Activision Barks Back at PETA on Call of Duty: World at War. Activision의 답변: "사실감을 주어 게임 플레이 경험을 높이기 위해 어쩔 수 없었으며 개한테 나쁘게 대하라는 뜻은 없었으며, 이 게임 때문에 사람들이 영향을 받을 일은 없을 것이라 믿는다" 뭐 이런 얘기.
Year2009 March20 - MMORPG Will Offer Same-Sex Marriage Option
Year2009 January21 - Researcher sees no link between videogames and school shootings
Year2009 January21 - No Link Between Violent Games & School Shootings
- 교내 총기 난사 사건들과 폭력적 게임 사이에 별 관계가 없더라는 내용.
Year2009 January18 - Study Determines Violence Has No Effect on Games' Appeal
HalfLife2를 변형해서 적이 총에 맞으면 공중에 붕 뜬 후 증발하게 했는데 여전히 재미있어 하더라는 얘기. 제목이나 결론이 상당히 오바스럽다.
Year2007 - Project massive: self-regulation and problematic use of online gaming
On psychology
On process and methods:
Year2009 April15 - Interview: CCP's Ward Talks Getting Agile With EVE
Year2008 July15 - Top 10 Pitfalls Using Scrum Methodology for Video Game Development
Year2007 March01 - Embracing Fun: Why Extreme Programming is Great for Game Development
On user generated contents:
Year2009 May14 - Beyond Play: Analyzing Player-Generated Creations
Year2009 April23 - Everquest II lets you become an in-game author
Year2009 April17 - City Of Heroes Players Create More Content Than Devs In 24 Hours, CoH players make a zillion missions
CoH Issue 14 - Mission Architect가 대박났다는 소식
- "... what’s more, around 10% of them got rated as 5-star by the other users."
Year2007 May01 - 엠게임 MMORPG '홀릭'
- 에피소드별로 스토리를 공개, 유저가 게임에 직접 참여해 퀘스트를 제작할 수 있는 것이 가장 큰 특징
- 유저가 직접 몬스터 및 함정을 배치할 수 있는 'UDC시스템'
- 유저가 제작한 퀘스트를 다른 유저가 플레이할 수 있는 'UCQ시스템'
Year2007 March30 - 영웅문 3, 유저 맞춤형 MMORPG는 시대의 흐름
- '영웅문3', '시아2'는 UCC MMORPG를 표방
- 플랫폼만 제공, 개인서버 열어 독자적 운영도 가능 (단, 수수료 있음)
- 사설 존을 운영하는 유저는 아이템 드랍률, NPC 작명/AI/ 위치지정, 아이템 설계, 경험치, 이벤트 등 MMORPG의 주요 콘텐츠와 밸런스를 구미에 맞게 조정
Artifacts:
Books:
Implementations:
plaYce is "Making the World a Playground" by providing a 3D virtual world for games, based on the real world. plaYce's technology reconstructs the entire world in 3D and streams it with high frame rate from within the browser, providing an immersive "Mirror World" gaming experience, without a heavy client download.
Tools:
- Adventure Game Tools:
- Modeling
To read
- 몽땅 읽기:
http://www.valvesoftware.com/publications.html
- Valve의 논문들
http://www.bungie.net/inside/publications.aspx
- Bungie의 논문들
Emulators:
Components and Patterns:
See also
http://www.uccgame.com/ - 게임 소개 동영상 모음. 자료가 방대한 편이라고.